What would be cool as an idea for the game, is maybe for a future version.
You shutdown the experiment only to have a second base have the same issue,
something is broke maybe and you need to fix it, and maybe its actually small
enough to do.
You can either shut it all down or fix what ever is br
Hi Nicol,
As the manual clearly states John Britain and his staff were conducting
genetic experimentation when the experiment went wrong somehow. From the
story the complex is not in an office building, but in a mountain base
hidden inside the mountain.
Now, since we know the experiment was gene
Nicol. There would be no point in me explaining what is already clearly
stated in the manual and on the web site.
In short, there was a lab experiment dealing with genetics which went
wrong. To shut down the experiment the designers used a color coded
wafer system. This way, no one person could
like a wild beast.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Raul A. Gallegos
Sent: Wednesday, November 29, 2006 9:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mutant humans
Hello Nicol. Good message. I do not know where David got the sound for
imed mine?
- Original Message -
From: "Nicol Oosthuizen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list"
Sent: Wednesday, November 29, 2006 1:26 AM
Subject: [Audyssey] mutant humans
>
> NB: This email and its contents are subject to our email legal notice
Hello Nicol. Good message. I do not know where David got the sound for
the mutant human. However, remember the reason for the mutants in SOD
was because of the experiment going wrong.
I don't know if you know this, but I made an audio walkthrough for SOD
when version 1.2 came out. Feel free to
NB: This email and its contents are subject to our email legal notice
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf
HI all
I'm very excited. I haven't yet ordered sod. First I have to download
the demo and then copy the product ID before I can order it. I'm very
excited