John Westland goes for a swim.
Alright mateys, it's time to get off this boat. John takes a look around using the Captain's large, shiny shaft (ahem) and spots the harbor and the oil right. He makes a note of the heading and sets off to get his diving gear. A brief tour of the sub later and he's out the hatch, swimming around in the briny deep.
Holy crap the ocean is big and dark and easy to get lost in! (FUCK THE OCEAN!)
John find the oil rig and plants the explosives, then swims off towards the harbor. He uses his awesome KGB whizbang to defuse an electronic field and swims up to find the net dangling in the water. He puts his hard-won bottle in it, then receives the all-clear signal. John hides his motorized diver and comes ashore in sunny Tunisia.
Now it's time to get all spy on this game!
Showing posts with label diver. Show all posts
Showing posts with label diver. Show all posts
Friday, April 10, 2009
Tuesday, March 24, 2009
Codename: Iceman Let's Play Part Ten: Shop Class
Johnny Westland remembers his eighth-grade shop class.
Hey, finally - some damn puzzle solving! Slightly less annoying than 'get this procedure exactly right or else you can't proceed' is this sequence, where Johnny Westland fixes two things wrong on the sub that you can miss completely unless you explore around.
The first is the loading mechanism for the torpedoes. The Old Salt complains about the torpedo loader not sounding right and before he can be tasked with fixing it, leaves the room. So it's up to Johnny (because apparently there are only two seamen on this boat other than him) to fix it. Yes, a high-ranking Naval intelligence officer is off to the machine shop.
The next part of the sequence involves a complicated series of, well, shop class tools. Johnny needs to make a new pin for the loader and grinds it down, sands it off, drills a hole in it and then goes to the other room for some more tools.
While he's in there he has the foresight to check if his diving apparatus - which he MAY JUST NEED SOME DAY - works. Guess what, it doesn't! Good thing he didn't find that out when he was, say, in the fucking ocean trying to use it to breathe. So he fixes that and then high-tails it back to the torpedo room to fix the loader.
Good thing too, because Johnny's Spidey-sense is telling him it's about time for a fight!
Hey, finally - some damn puzzle solving! Slightly less annoying than 'get this procedure exactly right or else you can't proceed' is this sequence, where Johnny Westland fixes two things wrong on the sub that you can miss completely unless you explore around.
The first is the loading mechanism for the torpedoes. The Old Salt complains about the torpedo loader not sounding right and before he can be tasked with fixing it, leaves the room. So it's up to Johnny (because apparently there are only two seamen on this boat other than him) to fix it. Yes, a high-ranking Naval intelligence officer is off to the machine shop.
The next part of the sequence involves a complicated series of, well, shop class tools. Johnny needs to make a new pin for the loader and grinds it down, sands it off, drills a hole in it and then goes to the other room for some more tools.
While he's in there he has the foresight to check if his diving apparatus - which he MAY JUST NEED SOME DAY - works. Guess what, it doesn't! Good thing he didn't find that out when he was, say, in the fucking ocean trying to use it to breathe. So he fixes that and then high-tails it back to the torpedo room to fix the loader.
Good thing too, because Johnny's Spidey-sense is telling him it's about time for a fight!
Labels:
bolt,
Codename Iceman,
diver,
drill press,
lathe,
Let's Play,
loader,
nut,
Old Salt,
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sailor,
torpedoes,
wrench
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