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 Locations, Vending Machines, & Security Elements

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AspirationRealized
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PostSubject: Locations, Vending Machines, & Security Elements   Mon Mar 16, 2009 11:22 pm

These are the inanimate but very important aspects of our Rapture


Last edited by AspirationRealized on Tue Mar 17, 2009 4:49 am; edited 1 time in total
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PostSubject: Locations   Mon Mar 16, 2009 11:25 pm

Kashmir Restaurant: Kashmir understands that you're there for the atmosphere, company, and perhaps the theater. So they'll provide a little more to help you feel right at home! Characters receive two luxury items of their choosing from the pneumo when they visit. These items are marked with the Kashmir Restaurant logo and you can only carry two with this mark in your Effects or Cache at one time. Example: Cigarettes (KR)

Medical Pavilion: Why risk walking down the street that doesn't have a Health Station on it? You're just asking for trouble! Increased number of Health Stations.

Neptune's Bounty: Due to the increased amount of vapor in the air, Winter Blast will freeze for longer. Therefore, it stuns longer, and those coming out of it are slowed for longer. It will also last longer one turn longer on objects, like security installations or the ground. However, also due to the moisture, Incinerate! burns less easily, and does less damage.

Arcadia: Due to the increased concentration of oxygen in the air, Incinerate! burns more viciously, and does more damage. However, because the ground is fairly well insulated dirt and wood planks, Electrobolt is less effective. It will stun for a shorter amount of time.

Hephaestus: The air here is practically electrified itself, therefore Electrobolt is much more effective. It will stun for longer and do more damage to wet targets. Also, security features will take one turn longer to recover from being hit with Electrobolt. As a consequence to this dry, static air, Winter Blast has trouble finding moisture to work with. As such, its effects on people and objects is lessened.

Farmer's Market: The merchants of the Farmer's Market know how to make a window shopper become a loyal customer. Free samples! Characters receive two free samples of food from the pneumo upon entering. These items are stamped from the Farmer's Market and you can only have two of these items in your Effects or Cache at a time. Example: Potato Chips (FM)

Fort Frolic: A place for fun and festivities. What goes great with having fun? Why buying things, of course. There are extra Circus of Values here. They also have the greatest selection anywhere in Rapture. If you can buy it at a Circus of Values you can buy it at Fort Frolic!

Olympus Heights: A good number of people live here. And those good people need power! There is an extra Power to the People station here.

Apollo Square: Gearing up for a fight? Looking for some extra protection? You've come to the right place. There are extra El Ammo Bandito vending machines here. No matter what you're packing, Apollo Square can get you fully loaded with ammo to spare.

Point Prometheus: Got a special someone on your list who seemingly has everything? Stop by Point Prometheus for some state-of-the-art equipment! Premium ammo types and weapons will be available for purchase here. Bored with your current repertoire of plasmids? Think they need a boost? Stop on by Point Prometheus for the latest in plasmid technology! You can upgrade your plasmids here to level 2 (when released). Certain plasmids and tonics will only be available for purchase here as well. The Gatherer Garden here also features tonics from the HackSmart line!


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PostSubject: Gatherer's Garden   Mon Mar 16, 2009 11:52 pm

ADAM is acquired through special events or from defeating Big Daddys and harvesting their Little Sisters. Character's can visit any Gatherer's Garden for the serums (Plasmids and different sorts of Tonics) with which to mix with the ADAM they have collected and modify their genetics with new abilities. The number is not a currency so much as how much ADAM you have left unused with which to "spend" by mixing and injecting it in your body.

It is advisable that you do this when not in a pressing combat situation, as using a Gatherer's Garden or any other vending machine takes an entire turn in itself and it wouldn't be very smart to turn your back to an enemy.

The amount of ADAM required for each genetic modification is as follows:

Plasmid Slot: 100
Tonic Slot: 80
Plasmid Level 1: 60
Tonic: 30

Location Selection
Different Genetic Modifications can be bought at different Locations. See the warning on Errands
Spoiler:
 


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PostSubject: Circus of Values   Mon Mar 16, 2009 11:57 pm

Circus of Values Vending Machines offer all you'll need in the form of recovery items. Remember that purchasing something from the Circus of Values takes one turn, so be careful you don't get caught unawares.

Location Selection


Different places have different cravings. Be sure to read the warning on Errands.
Spoiler:
 


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PostSubject: El Ammo Bandito   Tue Mar 17, 2009 12:46 am

Keep those guns firing! El Ammo Bandito Vending Machines give you all the ammo you need for your various ranged weapons... for a price.

Location Selection

Be careful and make sure the area supplies ammo for the guns you're using! See the warning on Errands.
Spoiler:
 


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PostSubject: Coffee & Cola?!?   Tue Mar 17, 2009 1:09 am

I've hinted all along that I'd find someway of making sure you read everything. And here it is.

There's this item thats a coffee and a cola. You'll notice the bottle cap on the Big Daddy doll the girl was carrying in the Bioshock 2 preview. This is actually from the game. It looks like a soda pop bottle but its labeled as coffee. I have added this as a special rare item in our version of Rapture.

It also shows a cultural difference. People on Ryan's side tend to call it Rabbit Cola, while Fontaine's people simply call it "Bunny". If a Ryan Loyalist and Fontaine Revolutionary both come across a bottle, they will argue for an hour what its called. Unfortunately for the two in this hypothetical example, there are no words on the label. Just an image of a white bunny. Or rabbit.

To prove that you've read everything, PM me with the title "coffee cola" and tell me which it is for you. If you're Ryan say Rabbit Cola. If you're Fontaine say Bunny. If you're Neutral say what you want.

Thanks for reading. You only have Other Machines and Security Elements to read now. Please don't spread this, of course. Let everyone read just as you had to.


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PostSubject: Other Machines   Tue Mar 17, 2009 3:48 am

Power to the People

When Jack found the Power to the People stations they were nearly out of commission. But when tensions were rising just before the war, Fontaine was earning the favor of the poor by offering lethal weapon upgrades... for free. When an Event or War takes place how many uses the Power to the People station has to offer will be set ahead of time. It takes one full turn to have your weapon upgraded. Choose carefully.

Health Stations

Also known as Prime Health Units, these are Vending Machines with all the capabilities of a hospital The process of having the standard needle penetrated into your arm may be uncomfortable (especially when you imagine how many other veins its been in) but you'll soon forget that as all your wounds heal. Health Stations can bring to to Fine in one turn, even if you hobble over to them in Danger status, but they will cost you $100.


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PostSubject: Security Elements   Tue Mar 17, 2009 3:49 am

These are Rapture's eyes and ears, the unwavering defense. Friends of Engineers, foes to everyone else.


Security Bots

The most common Security Element, Security Bots are sent out by Security Cameras or found in certain areas. With a single rotor on top, a propeller in front, and a rudder in the back, they are ingenious flying machines and go can just about anywhere a player can go in Rapture, and fast. Their eye, or the circular light on the front of them, both detect the player and display a different light depending on its disposition towards you. If it is green it is more than ok - this machine is working for you. If it is yellow it has no business with you at all, and if it is red, you have a decision; shoot or run. Armed with a machine gun and LOTS of ammo these suckers are hard to defend against. The easiest thing to do is disable them, with Electro Bolt or Winter Blast (and while they are disabled they can be hacked, if you have such skills) or shoot them with Armor Piercing Rounds. Generally it takes two attacks with standard ammo to crush one of these - or just one attack with Armor Piercing ammo. They will attack for two turns, unless an Engineer on your team has spliced Shorten Alarms.

Hacker's Surprise: Explodes when someone gets close enough to tinker with it.



Security Cameras


Security Cameras are the eyes and ears of Rapture. They do the bidding of whoever controls them and never lie. If the security camera is friendly to your team it will shine a green light; if not its search light will be red. If a security camera is hostile towards you and in the room it takes an entire turn to sneak past it, in which you are distracted and somewhat vulnerable to attack. In that turn you can choose to pass by it or deal with it someway; Electro Bolt and Winter Blast freeze it (allowing Engineer's to hack it) or you can use guns in which case two attacks worth of standard ammo or one attack of Armor Piercing ammo will do the trick. If you decide not to sneak or attack and just continue, three Security Bots will make their way to you within the next turn.

Hacker's Surprise: Explodes, distracting the person who tried to convert it, then sends three Security Bots after them immediately.

Turrets

Turrets are the sentries of Rapture and while they can't chase you like Security Bots they pack a more powerful punch. All turrets take four attacks with standard ammo or two attacks with Armor Piercing ammo to take down. All are also susceptible to Electro Bolt and Winter Blast, and the hacking that follows disabling (for those who can).

Machine Gun Turret: These turrets are mounted with a Machine Gun much more powerful than yours. It would be best to leave this barrel's line of fire. When destroyed, however, they yield a drum of Machine Gun Rounds.

Hacker's Surprise: Fires several shots suddenly up towards the closest person, before spinning around wildly and firing shots haphhazardly and exploding.

Rocket Turret: Heat seeking missiles fire endlessly from this nasty turret. These missiles explode much faster than the standard heat seeking missile, making it impossible to hold with Telekinesis long enough to fire at anything else except straight back at the turret.

Hacker's Surprise: Fires a Heat seeking missile directly into the air, and it launches back down to follow whoever was close enough to tamper with it.

Flamethrower Turret: Like Incinerate! with no EVE supply. Those who didn't splice Human Inferno be wary, for fire spreads.

Hacker's Surprise: Douses the victim's body in flames, effectively immolating them.
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PostSubject: Now you're ready   Tue Mar 17, 2009 4:56 am

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