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Just stretchin' the old legs, pickin' up a few supplies for Abel Township, and all that jazz, right?
Yesterday's Zombies, Run! mission is set in the chronology, somewhat confusingly, immediately after Misison 9 ("Voice in the Dark"). I say "confusingly" because the beginning bit of radio chatter between Sam and Dr. Myers is all about whether I'm fit for running after my night-time run away from New Canton. Which would make a lot of sense, if I hadn't already run a half-dozen missions since then, several of them with Dr. Myers as my operator. But never mind. If they want to see if I'm doing okay without any long-term effects from running away from zombies at night, so be it.
It turns out that it was appropriate that this mission was set right after my disastrous encounter with New Canton, because New Canton was the main theme for this mission. My run took me past the Old Mill, which was surrounded by zombies. Normally, I'd have avoided the place like the plague, but it turns out there was a New Canton runner trapped inside. So I ran like heck from the zombies, drawing them away, giving Lem (the aforementioned New Canton Runner 38) a chance to get out.
It was an unexpected encounter; the New Canton guys are very insular and don't like Abel Township very much, ever since we turned down the chance to be part of the New Canton Collective. (Back before I joined Abel. Sam and Dr. Myers were talking about it during the mission.) Lem, the New Canton runner, was extremely grateful. He would have made an excellent contact had he not been bitten by a zombie on his way down from the top of the old mill and started to "go grey" right beside me.
Oh, well. Easy come, easy go.
Lem was grateful enough that he handed over his headset before running away from me as fast as he could, making lots of noise so the zombies would follow him and give me a chance to escape back to Abel. The good news is that his headset seems to still be working, giving us Abel Township folk our first chance to listen in on New Canton communications... pretty much ever, really. So the next few missions will probably be exploring that, I imagine.
After running Mission 16, I knew that Radio Abel is still offline until the next Zombies, Run! update, so I decided to check out the "supply" missions. First up, "Decoy Duty," in which you draw a bunch of zombies away from Abel Township. I'll say this: it's not nearly as entertaining as Radio Abel. The transmissions are little one-sentence things like, "You're doing really well" or "They're getting closer; don't be sloppy," or "We're lucky to have you. Not many people volunteer for decoy duty." Damn it, Six to Start, give me a way to listen to Radio Abel again!
Also, despite the weapon symbol next to the decoy duty mission, I only picked up one weapon out of the 16 supplies I collected on the decoy run. Oddly, I picked up a lot of recreation material and comms stuff, which you don't get that often in the course of the normal missions. Over the last few runs, I've been able to upgrade my housing and my comms to level 4, the current max, and every other building in Abel is now level 3. Current population: 243.
I did something weird to my ankle in the last mission (#15), but I thought I was over it. Apparently I'm not quite as over it as I thought: my ankle was pretty twingy by the time I got home at the end of walking yesterday. It was glorious out, so I didn't mind too much, but I think I'll have to take it easy for a few days to give it time to heal up.
Anyway, that's it for this time. Mission 17 is "Information Exchange: escort valuable cargo," which means absolutely nothing to me. I suppose I'll find out later this week.
Yesterday's Zombies, Run! mission is set in the chronology, somewhat confusingly, immediately after Misison 9 ("Voice in the Dark"). I say "confusingly" because the beginning bit of radio chatter between Sam and Dr. Myers is all about whether I'm fit for running after my night-time run away from New Canton. Which would make a lot of sense, if I hadn't already run a half-dozen missions since then, several of them with Dr. Myers as my operator. But never mind. If they want to see if I'm doing okay without any long-term effects from running away from zombies at night, so be it.
It turns out that it was appropriate that this mission was set right after my disastrous encounter with New Canton, because New Canton was the main theme for this mission. My run took me past the Old Mill, which was surrounded by zombies. Normally, I'd have avoided the place like the plague, but it turns out there was a New Canton runner trapped inside. So I ran like heck from the zombies, drawing them away, giving Lem (the aforementioned New Canton Runner 38) a chance to get out.
It was an unexpected encounter; the New Canton guys are very insular and don't like Abel Township very much, ever since we turned down the chance to be part of the New Canton Collective. (Back before I joined Abel. Sam and Dr. Myers were talking about it during the mission.) Lem, the New Canton runner, was extremely grateful. He would have made an excellent contact had he not been bitten by a zombie on his way down from the top of the old mill and started to "go grey" right beside me.
Oh, well. Easy come, easy go.
Lem was grateful enough that he handed over his headset before running away from me as fast as he could, making lots of noise so the zombies would follow him and give me a chance to escape back to Abel. The good news is that his headset seems to still be working, giving us Abel Township folk our first chance to listen in on New Canton communications... pretty much ever, really. So the next few missions will probably be exploring that, I imagine.
After running Mission 16, I knew that Radio Abel is still offline until the next Zombies, Run! update, so I decided to check out the "supply" missions. First up, "Decoy Duty," in which you draw a bunch of zombies away from Abel Township. I'll say this: it's not nearly as entertaining as Radio Abel. The transmissions are little one-sentence things like, "You're doing really well" or "They're getting closer; don't be sloppy," or "We're lucky to have you. Not many people volunteer for decoy duty." Damn it, Six to Start, give me a way to listen to Radio Abel again!
Also, despite the weapon symbol next to the decoy duty mission, I only picked up one weapon out of the 16 supplies I collected on the decoy run. Oddly, I picked up a lot of recreation material and comms stuff, which you don't get that often in the course of the normal missions. Over the last few runs, I've been able to upgrade my housing and my comms to level 4, the current max, and every other building in Abel is now level 3. Current population: 243.
I did something weird to my ankle in the last mission (#15), but I thought I was over it. Apparently I'm not quite as over it as I thought: my ankle was pretty twingy by the time I got home at the end of walking yesterday. It was glorious out, so I didn't mind too much, but I think I'll have to take it easy for a few days to give it time to heal up.
Anyway, that's it for this time. Mission 17 is "Information Exchange: escort valuable cargo," which means absolutely nothing to me. I suppose I'll find out later this week.