Yeah, I totally had to keep this. Because Biz does wonderful things.
You gasp upon awaking. Air comes flooding back into your chest, as if this were the first breath you have taken in hours. There is a pounding headache beating a tattoo on your skull, the possible cause escapes you at the moment. The fluorescent lights overhead blind you momentarily and you blink back the haze fogging your vision.
As you sit up, rubbing your head, you recall how you got here. The last thing you remember is being killed in the game -- actually KILLED, as in fully DEAD. But you've awoken here, staring up at a water-stained ceiling, and on the most uncomfortable cot imaginable. Maybe you should look around to get a feel of where you might be.
Sit up and look around
You blink to clear your vision and the room slowly comes in to better focus. A dim emergency light flickers above you, illuminating the room, but just barely. To your right is another cot with what looks to be fresh blood staining its pillow, and to your left there is a dilapidated desk. In front of you is a door leading to the hallway with a metal grating over its window.
Check to see that I still have my clothes and weapons
You have nothing but the clothes you were wearing when you "died."
I have kindly not left you nude. :<
Yes but do I have my SWORDS, is the important part.
No. You are denieeed.
...dammit
8<
Search the room
A dim emergency light flickers above you, illuminating the room, but just barely. To your right is another cot with what looks to be fresh blood staining its pillow, and to your left there is a dilapidated desk. In front of you is a door leading to the hallway with a metal grating over its window.
So you'd pick an object to examine, like the door, desk, cots, etc.
I know, I just may do stupid things in the name of ICness. :Db
Anyway
Examine desk
The desk is stained with some dark, unknown fluid and missing almost all of its drawers. The remaining drawer has been left partly ajar.
Look in drawer
You pull open the drawer and find a dead flashlight and a package of unused batteries. Oh yeah, these will definitely come in handy.
... does Masamune need to know wtf a flashlight is.
...... yeah he has noooo idea
A little fairy pops into existence. "Do you see this thing? It's a flash light. Batteries are what keep it powered. Try opening the flashlight to put the batteries in so you can turn the flash light on and magically create light to penetrate whatever fierce darkness you encounter~"
The little fairy then explodes. Poor little fairy.
...
...ilu biz
Try putting the batteries in the flashlight after staring dumbfounded for a moment
What the -- there's already something inside? You can't fit the batteries in while it's still there. You tip the flashlight over to pour whatever it is into your hand and find a small metal key with a label.
Read label
It reads, "KEEP AWAY FROM TEST SUBJECTS." Considering you're currently locked into a cold, damp cell and have no idea how you got there, this is not a very reassuring note.
Take the key, flashlight, and batteries with me to figure out later, and examine the door
Craning your neck, you're able to look out into what looks to be a hallway. You spy only remnants of destroyed furniture and tracks in otherwise undisturbed dust leading to your room's door. Anything not immediately in front of the cell's door is left shielded by a curtain of darkness. You can only see about twelve feet out around your prison.
Try to open the door
Holding your breath, you insert the key and twist it. You hear a mechanical click inside the lock -- you've done it! The door is now unlocked. Since you no longer need it, you decide to leave the Disused Cell Room key is inside the desk; hopefully the next poor soul trapped in here can figure things out and escape with it.
The emergency light flickers out as you make your way over to the desk to leave the key. Cursing silently, you move to switch on your flashlight -- wait. Wait. You hear something just outside the door. As a wave of something putrid rolls over the room, you realize you can smell it, too.
Do you still want to switch on your flashlight and create that maaagical light to see by?
Turn on that flashlight and see if it works like the magic fairy said, sure
If someone -- or someTHING with a violent intent is waiting out there, you're not going to deal with it in the dark. You switch on the light and shine it through the grate, but whatever is out there manages to duck out of sight the moment the flashlight's beam passes over it. You can still hear its heavy breath; the long exhale out is accompanied by a loud, sharp rattling that makes you shiver. After a tense moment, the
You wait until the footsteps fade completely away before exiting your cell.
+1 bravery
You step out into the pitch-black hallway, sweeping your flashlight beam over the floor and walls. Each side is lined with heavily padlocked doors that match your own cell's. Why wasn't your room chained on the outside like the others?
The creature went left. The hallways continues to your right. What path do you take?
Go left
You grip your flashlight tightly. You're no coward. Whatever that thing was, you're confident in your ability to take it if the situation calls for it. But first you'll need a weapon, because while you might not be a coward, you're no idiot, either. You'll take the path to the right first to find something suitably strong enough to bash in a few heads.
+1 bravery
You walk slowly down the hallway, listening for the slightest creak and searching for the smallest movement of shadow. After a few minutes, you reach a dead-end. A large pile of concrete rubble and destroyed furniture blocks you from continuing down the hall. To your right is a door broken off its hinges.
Go through the door
The broken door leads into a small office. Sweeping the room with your flashlight, you see shelves upon shelves of broken and cracked jars of preserved... collectively, you could call it biological matter, and that gives you a sick feeling at the pit of your stomach.
Two pieces of whole furniture remain in the room. One is a large desk, engraved with arcane symbols and a strange motif you can't place. A large computer rests on its side beside the desk, along with several piles of crumpled notes and papers. Behind the desk is a large oil painting covered in a suspicious layer of grime.
As your flash light travels across the room, you discover the other remaining piece of furniture. An ornately carved wooden podium sits in the far corner. On top of it lies a completely severed head under a glass case.
You nearly drop your flashlight and bile rises up in your throat. Do you vomit at the sight?
...I come from feudal Japan okay
Hell no
You swallow against the rise of vomit. You've seen worse in camp -- seen worse since starting this game, even. This is nothing, you keep telling yourself. I can handle this.
+1 bravery
You go back to examining the room.
Examine desk
The desk looks like it was once a treasured antique. Now it looks better off being firewood for next winter. A quick examination of the drawers reveals nothing but an old bottle of whiskey and Pepto-Bismal.
The small fairy pops into existence beside you again. "It's just like sake and... medicine, yeah," she giggles.
Then she explodes again. Goddammit, why does she keep doing that! You've got fairy blood on your clothes!
Take the whiskey. ...and the other stuff too why not?
You're not sure how useful they'll be, but it's better to be safe than sorry.
+1 resourcefulness
Examine painting
The painting is covered in a thick layer of dust and grime, but you're still able to make out that it's a portrait of an older gentleman. The plaque at the bottom reads "EMERIL SAYRE, CEO." Realization dawns: wherever, whatever this place is, you're still in a location that's connected to Camp Fuck You Die. Whether this a good thing or a bad thing, well. You'll investigate that later.
The portrait is lopsided. Shining your flashlight over it again, you spot something metal almost hidden behind its frame.
Examine the metal thing
You lift the portrait off the wall and discover a small metal safe behind it that's been sealed with a combination lock, which is pretty damn cliche. But maybe the combination is close by? What haven't you examined yet?
The little fairy pops into existence again. "You need to find three numbers and use them to unlock the safe~"
She titters. "Honestly, just how far behind the times is Japan, anywaaaAAAAEEEEEE"
She explodes. Good.
Examine the papers
The papers are too stained and crumbled to be legible. You're only able to make out the largest headers of the memos, each along the lines of UNSAFE WORKPLACE CONDITIONS, or VACCINATIONS NOW MANDATORY. You recognize a few names in some of the papers. "From the desk of CEO Sayre," and "Ms. Sayre recommends the destruction of the lower labs to prevent the spread, but I believe..."
Damn it. You wish you could make out more information. There's nothing that looks like a combination here.
Examine that big clunky thing sitting next to the desk i.e. the computer
The monitor has been kicked in. Even if you did have a power supply, this computer would be of little use to you.
Examine the podium
There's nothing interesting about the podium, but the head looks -- for lack of a better word -- still fresh. Considering the state of moldering ruin of all the rooms you have encountered so far, its appearance strikes you as bizarre. Looking more closely, you realize there's a small strip of paper in its open mouth.
Examine the paper--yes, even if it means taking it out of the damn thing's mouth
Taking a deep breath, you lift the glass case up and set it down carefully to the side. Steeling your reserve, you reach past the head's rotted teeth to grab the strip of paper -- that wasn't your imagination, that head's lips just moved.
You snatch your hand and the strip of paper back just in time. The head's rotted and cracked teeth snap sharply together, its gnarled face twisting with sudden life. A low groan escapes between gritted teeth before it opens its mouth fully, the head's wails quickly becoming deafening as they ricochet off the walls of the small room. If it keeps screaming this loudly --!
Oh for--
8D
Punch that thing in the face to shut it up :|
You beat the severed head with your fist, mashing its forehead into the back of its skull and destroying its brain. What is this? How is it still alive? Was it the head of a zombie? So many questions, and all you have to show for this horror is a strip of paper.
Examine the damn paper already
(ps ilu biz)
The paper reads "20, 31, 16." That has to be the combination.
Try the combination on the safe
Carefully, you twist the lock to the proper combination sequence. With a click, the safe opens.
Inside you find... nothing. It's trash! Who puts these kind of things in a locked and hidden (albeit clichély) safe? Shifting through the safe, you find potato chip bags, candy wrappers, empty soda cans... wait. What's that in the very back?
You poke and prod enough to reveal that, taped to the back of the safe, is a map of the Underground Sayre Laboratory. Okay, you grin. This was worth the effort. Do you want to examine it?
Examine the map, yeah
http://img245.imageshack.us/img245/2500/labmap.jpg ... hm. There's an emergency exit to the north. Getting to it means crossing a long distance, through many halls and large rooms with such ominous names... but you have to do it. You're not letting yourself remain in this underground prison indefinitely. Steeling yourself, you then backtrack through the dark hallways to the front of your prison door.
This time, will you go right or left?
Go left
You have finished the first half of the text adventure game. For the remained of the evening you will be locked into the UNKNOWN room with several of your peers. Tomorrow evening the game shall continue and finish in the cafeteria.
Unknown room post is going up in a few minutes. o7
Following the map, you reach the end of the long hallway corridor. The walls here have been splattered with something unidentifiable in this eerie light... a large steel door is ajar to your right.
http://img.photobucket.com/albums/v30/BizTheInsane/lab1.jpg Go through door
You step lightly into the room, flashlight at the ready to brain something, just in case. From the technology scattered around the place, you gather you're now in the abandoned laboratory indicated on the map. To your left is a large window with the blinds pulled down; an artificial but very bright light peeks through its mangled shutters. More jars with preserved fluids and limbs lined the damaged shelves.
You wrinkle your nose. A foul stench is permeating the air and seems to originate from a large locker to your right. Next to the locker is a low table with five flasks, each labeled with a letter from A to E.
Behind you is the door you came in from. Straight ahead is the door out of this bright, stinky place.
Look out window
Peeking through the blinds, you find yourself looking at least two stories down into what could have once been a well-kept indoor garden. It is now an unkept jungle filled with the shambling undead. You immediately step back from the blinds to avoid being seen; you're not in the mood to pick a fight.
(....yes I am :( )
Look in locker, because WHY NOT?
I KNOW YOU ARE :(
Keeping your chosen weapon in a death grip, you walk over to the locker to better investigate that foul smell. The closer you get to the locker, the stronger the stench becomes, and you cough into your sleeve as it momentarily gags you.
XD
The top of the locker has slated vents. They're just a bit above your eye level, but you could probably still look inside...
Look inside locker
Standing on tiptoe, you're able to peek inside. You aim your flashlight through the slates and you're able to make out three large black plastic bags, each one labelled in a neat white text, "TO BE DESTROYED." As you move the flashlight to get a better look, one of the bags shifts slightly.
...
Knock on locker to see if they react
They don't react.
...bah
Nothing interesting, then. :|
Leave through the door on the other side of the room
You try to open the far door. but find that a strong padlock keeps you from twisted the doorknob. Is there a way to break it? What haven't you examined yet in the laboratory?
A small note is taped to the door itself.
Read note
"I'M COMING BACK FOR YOU.
- L"
...uh-huh
Examine flasks, since there doesn't seem to be much else here
Broken glass and decaying limbs are everywhere. You swear that the jellied eyes in that jar over there are staring down at you.
The inside of the lockers still hasn't been examined.
Open the locker, then
You yank upon the locker and stand to the side of it, keeping out of sight, just in case. Three large body bags fall out with a loud wet thump. There is no further movement from any of them.
+1 bravery
Is there anything else in the locker?
The locker is empty. The body bags are now on the floor.
Kick one of the stupid bags. :|
The first bag rolls over, revealing a zipper to open it.
Open the bag
This is the sickest treasure hunt you've ever been on. Covering your nose to mask the stench, you slowly zip open the first bag and find a man naked to at least his waist (you're not about to pull that zipper down farther). A thick layer of hair covers his entire body, almost like his own fur coat. The rotting flesh in his sunken chest has become little more than a murky hair soup.
A large buckshot wound in his forehead ensures he won't be sitting up any time soon.
+1 bravery)
....morbid curiosity wins
Open the other two bags
You zip open the second bag and find a young woman. Back when her jaw was attached to her face, instead of being clutched in her broken nails, she was probably considered to be rather pretty. Her own long black hair has been tightly wrapped her throat and hands, cutting into her decaying flesh.
An ice pick with a broken handle has been stabbed into the middle of her skull.
+1 bravery
...tch
Open the last bag
You zip open the final bag and find a bearded scientist with open, glazed over eyes. Unlike the other two, he is still fully clothed, and a crumbled piece of paper sticks out of his labcoat pocket. Also unlike the other two, he has yet to begin to rot.
+1 bravery
Well, since papers seem to lead to ways out of here, in a STUNNING DISPLAY OF LOGIC--
Take the paper
You snatch the paper out of the coat pocket... good. At least this time there's no wailing or gnashing of teeth from a dead person.
+1 bravery
Examine paper
he paper seems to be torn out of a chemical guide. Skimming over it, the corrosive substances guide seems relevant:
A: H2SO4
B: HNO3
C: HCl
D: NaOH
E: KOH
"Nitric acid and hydrochloric acid seem to make the best corrosive substance when mixed."
....
Stare at paper in complete confusion :|
The little fairy pops into existence again. "You can mix the chemicals now!" she titters. "I bet if you examine the flasks, you'll find something useful~"
She explodes. "STOP DOING THAT" you yell.
Examine flasks
Five flasks are lined up haphazardly, out of alphabetical order, on a low table. Each is labelled a different letter, A through E. A small guide has been taped down to the table besides them.
Read guide... slightly impatiently
The guide has been eaten away by chemicals in odd places, but you can make most of the writing out.
"A: sulf ic a d
B: n tr c cid
C: hy ro h oric a i
D: s ium yd o ide
E: p t s ium hy oxc e"
Following the guide, you mix flask B and C together to form a highly corrosive acid. Noxious fumes bubble up as the chemicals mix -- better use this mess on something quick before it eats away the flask.
+1 tact
Dump it on the lock!
(also lol Masamune having tact)
You pour the entire flask on to the padlock and watch as it bubbles and eats away the solid metal barring the door. You are now able to exit the room.
Leave the room
Cautiously, you enter into the new hallway. It's pitch-black and your only light source is once again your flashlight. The laboratory door locks behind you with a loud click, prevent any future backtracking through rooms past the laboratory for now.
To your right is a wall with wallpaper peeling down in long, gnarled strips. Across from you is a bathroom with its sturdy door still securely attached. It doesn't look locked. To your left looks like the rest of the hallway; as you shine your flashlight down the hall, you hear a sudden shriek from that direction.
Do you investigate the noise or hide in the bathroom?
Investigate the noise
You've got a flashlight (and a chair leg and an ice pick). Whatever is causing that hideous noise, you're positive you can take them or die trying. As you ready your weapon, a creature slowly crawls its way into the thin beam of light the flashlight provides, and you recognize what is immediately: you're dealing with a zombie.
+1 bravery
The meat and skin of its entire body has been flayed. You're able to see the broken bones that barely support the creature as it crawls towards you, shrieking and moaning all the while. Long claws -- fingernails? the actual bones of the fingers? -- reach towards you to grab at your clothing and bring you down to its level for a bite.
Do you fight or run away?
...Masamune didn't pick up the chair leg or ice pick. XD
... I KEEP FORGETTING TO DELETE THAT
HAHAHA
okay you have a flashlight
answer >:(
Fight, duh
With the creature a dispatched and bloody mess, you move forward down the hallway only to be blocked by rubble and a collapsed set of stairs leading downward.
+1 bravery
Examine the map?
...examine the map, yeah
You examine your map for a route and discover that the bathroom you passed earlier has a vent that connects to another bathroom that hopefully leads into a cleared space.
...
Is the stairwell blocked completely by rubble, or are the collapsed stairs more the problem?
* Date^Masamune is totally not contemplating jumping WHATEVER MAKES YOU THINK /THAT/? >_>
... it is completely blocked
you nincompoop.
Dammit
Fine but that vent better not be too small for my helmet :|
Try the vent in the bathroom, then
Cracked tile lines the bathroom floor. You examine where the toilet used to be. There are more papers here, slightly wet and sticky from... something. How disgusting. Above the dirty plumbing hole is a small vent, just big enough to fit an adult male through. There is also a broken sink next to the door, completely removed from the wall.
Climb through the vent--dragging the helmet if need be if it doesn't fit otherwise :|
(...if you're wondering, Biz:
http://l-userpic.livejournal.com/93728881/23077715 )
... lunatics
the lot of you
:D
THE HELMET IS IMPORTANT OKAY
It's part of my image, /you see/?
YES DEAR.
Now am I getting through that vent or not? :|
You can't reach the vent from here.
...well you never said how HIGH it was before.
It's pretty goddamn high.
What if I move and climb up the sink?
The sink looks disgusting, but despite being broken it off, it still looks sturdy enough to stand on.
You drag the sink over to under the vent, and it's enough to reach the vent and pull yourself inside.
+1 resourcefulness
You pull yourself up into the vent, coughing as dust and cobwebs assaulted your face. You crawl slowly through the vent, moving through dips and slants upward, turning corners, both left and right, until you reach the end of the vent. With some effort, you're able to push off the grate covering it and drop yourself down into another bathroom, this one even more sparse than the first.
http://img.photobucket.com/albums/v30/BizTheInsane/Me_in_Silent_Hill.jpg Leave the bathroom
Once out of the bathroom, you check your surroundings. According to the map, you are now just one hallways and a few rooms away from accessing the emergency exit in the cafeteria. The corridor continues down in front of you, and while the other doors in the hall have been padlocked, one door is swung wide open to your left.
http://img.photobucket.com/albums/v30/BizTheInsane/KPPCExplorer.jpg Go through the door
You cautiously enter the side room. Several large ovens line the walls, but they do not obscure the large frosted window through which an artificial and bright light pours in.
A small ring of struggling plants grows in an undisturbed mound of dirt in the center of the room.
http://img.photobucket.com/albums/v30/BizTheInsane/Secret_Groove_by_Lord0Sauro.jpg ...nothing else in the room?
Nothing else. :|b
Leave the room
You renter the hallway. The only place left to go is straight ahead.
Go ahead
You finally reach the door to the cafeteria. In the distance, you hear the shattering of glass. Suddenly feeling pressed for time, you pull at the cafeteria doors only to find them well-locked. You move to retrace your steps, hoping to find another path in -- zombies are now filling into the hall you just passed through. At least twenty -- no, fifty of the monsters are approaching you in a fast gait. You're trapped.
How do you react?
How are the doors locked?
Every possible door is either out of reach or locked.
I meant what kind of lock. XD
(i.e. are these doors STURDY or not)
them be sturdy doors
Ah.
Well, oh well.
Fight my way through to the last room.
Clenching your teeth, you ready your limited weapons. You refuse to go down without a fight.
The noise of a shotgun suddenly rings out. Squinting your eyes through the dark, you see a much more lively figure dancing between gaps of the zombie hoard, pumping a rusted shotgun and blasting off zombies' heads off left and right. The monsters scream and try to grab hold of this dark knight, but he manages to break their strong holds and continues to fire in every direction, cursing loudly and freely all the while. In
The lone man blows a hole into the final undead head and steps back to admire his work. He wipes the sweat from his brow before finally acknowledging your presence.
"'sup, fucker."
...I think the first part may have cut off, it ends with "cursing loudly and freely all the while. In"
In minutes the mob is decimated.
The lone man blows a hole into the final undead head and steps back to admire his work. He wipes the sweat from his brow before finally acknowledging your presence.
"'sup, fucker."
o7
:|b
"...the hell are you?"
The man shifts his weight, making the shotgun he's carry a bit more obvious in the darkened hallway. "The guy who just saved your ass, I bet."
"Heh!" The tone suggests an implied continuation of "I coulda taken them myself"
"Whatever. Look, fucker, this place ain't safe. Come with me to the safety zone."
"...heh. /All right/, there's nothing worth sticking around here for." His tone and posture clearly express what he thinks of the idea of a 'safety zone'.
The man rolls his eyes. "Whatever. Follow me, wiseass."
http://cfuw-shepherd.livejournal.com/51533.html the end~
Oh right and also-
Final inventory: flashlight, map, whiskey, pepto-bismal (lol)
Final stats: 10 Bravery, 2 Resourcefulness, 1 Tact (...lol)