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Nuclear Weapon Instruction Manual
#1
I've noticed a lot of first time Syndicate operatives have trouble with the nuke, which isn't surprising... it's got an old and weird interface style that doesn't match up with anything else in the game.

The Syndicate Shuttle should have a little "Nukes for Dummies" book that explains step by step how to arm the nuke, and also include a note that the operatives don't need to take the nuke off the shuttle (a lot of folks waste time trying to figure that out).
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#2
SO YOU WANT TO INITIATE A NUCLEAR HOLOCAUST
But you don't know computers!

Easy there, Master Blaster! First of all, make sure you've got the nuke! It's the green football-shaped thing that has a really ominous apocalyptic feel to it.

Got your bomb? Good work, you evil mastermind, you!

Next thing you'll need is a number. It's a special number that lets you activate the device!

... You have the number, right? Did you forget? Well, then, Nukemaster Nate, you should have been provided with an audio player with a special message on it JUST FOR YOU! That message should have your bomb's activation number on it. And in the event that you lost that somehow (maybe Jeff in HR thought it'd be fun to throw it out the airlock, right before the boss threw him out after it), your notes should have the number stored in your memory!

Creating an Apocalyptic Wasteland:
First, make your bomb deployable. You have to right click it (never you mind how that works) and select the option to make it deployable. LOCATION DOES NOT MATTER!!! You're detonating a nuke, not setting off a firecracker. This son of a bitch will destroy EVERYTHING. You included. Hope you've made your peace.

Next you'll need the activation disk. If you don't have one, find one. You should have a locker with several pinpointers in it. You might not have enough for your whole team, but you can always find one and steal it. Who's going to care when you've reduced the world to ashes? These pinpointers will point in the direction of the disk, and the color of the arrow will indicate the distance. Blue and green mean very close, and a black dot means you're right on top of it.

Once you've finally got the disk, bring it to the bomb, and click the bomb with your free hand. Then, holding the disk, click the button at the top of the window that pops up. If you did it right, you won't be holding the disk anymore. Congratulations! You're almost there. Now, punch the activation number into the keypad, and hit the E button to enter it. Now you should be able to arm it!

DON'T FORGET TO TURN THE SAFETY OFF, YA DINGUS.
The timer should be self-explanatory.

Now, go burn it all to the ground in a rain of nuclear fire.
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#3
Yes I would like that very much.

On a side note I always forget to turn off the safety.
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#4
I've always disliked the idea of the syndicates dying in the nuclear blast. It'd be cooler if the nuke was on a telepad, and teleported to a random part of the station with T -5 seconds. The syndies that are on the shuttle will be alive (shown to be SURVIVED), the syndies that are on the station will be blown to pieces (shown to be MIA, not killed, because there's no trace of their body whatsoever)

Back on topic:
Crumplehat's write up is good.
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#5
suicide missions are why the syndicate exist. never change
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#6
This is a future where cloning exists. The syndicate have their eyes trained on the station. If the nuke goes off, they activate the cloner. If it doesn't, the agents weren't robust enough to deserve cloning.
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