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File 148537993881.png - (644.58KB , 986x650 , 001Title.png )
774670 No. 774670 ID: f6b313

9 posts omitted. Last 100 shown. Expand all images
>>
No. 774686 ID: 3247fc

>>774684
You have an invisible friend! Awesome. Hold your hand up for them to high five.
>>
No. 774731 ID: 398fe1

>>774684
>a cross between a drinks dispenser and an electronic safe
Inspect that a bit more closely. Can you operate it?
>>
No. 774757 ID: af6e04

Search the desk for a key
>>
No. 775106 ID: f6b313
File 148555323825.png - (644.21KB , 655x929 , 007Machine.png )
775106

>inspect the machine
It looks unused, filthy. There is a keypad, lights, a dispenser for something round and a residue-y rectangle where an instructions pad used to be.

It is completely unresponsive with no power.
>>
No. 775107 ID: f6b313
File 148555357419.png - (748.39KB , 1194x742 , 008Office2.png )
775107

You guardedly raise your left arm.

>Yo, high five.

"k"

You twitch your right arm, and you don't feel a high five.
After the machine, you search the desk.
>>
No. 775108 ID: f6b313
File 148555381195.png - (442.02KB , 704x808 , 009OfficeDrawer.png )
775108

Inside the desk you find a compacted lump of dewy papers. In the top drawer however you find a puzzle box, mechanical and undamaged by the rot.
>>
No. 775110 ID: f6b313
File 148555412271.png - (142.91KB , 384x422 , 010Box1.png )
775110

The top surface is covered with a grid of 16 white buttons.
You experimentally press the middle left on the second row down; the button slips back and is swapped out with a black one, as well as all the surrounding buttons with a satisfying 'click'.
>>
No. 775119 ID: 398fe1

>>775110
Ah, cute. Okay, let's turn all the buttons black. This puzzle is fairly simple, actually...

Push the button you just pushed again to turn those back to white. Then push the one in the top row, second from the left. Then push second row, all the way on the right. Third row, all the way on the left. Bottom row, second from the right.
>>
No. 775124 ID: f6b313
File 148556022364.png - (289.91KB , 532x516 , 011Box2.png )
775124

Perfect!
The box springs open, inside is an unreadable scrap of paper and a spare door key.
>>
No. 775129 ID: f6b313
File 148556079191.png - (1.02MB , 1213x1237 , 012OfficeHall.png )
775129

You progress through the unopened door and enter a hallway.
There is an entrance to another office, a steel bulkhead without the power to open, a long corridor that stretches into darkness and a crack in the air like a shattered window.
>>
No. 775132 ID: 398fe1

>>775129
Look through the crack. Don't touch it, though.
>>
No. 775136 ID: f6b313
File 148556259662.png - (388.52KB , 558x556 , 013CircuitRoom.png )
775136

You peer through and see a room lit by the ignition light on a robust looking circuit breaker. Thick cables run parallel from the machine to rooms unknown.
Also in the room is a door with an electronic lock, and a sturdy looking grate on the floor.
>>
No. 775144 ID: 398fe1

>>775136
I bet we could reach in there to flip the circuit breaker to restore power... but maybe we should explore a bit further first. Who knows, maybe it's a bad idea to turn the power back on?

Go into the office.
>>
No. 775145 ID: af6e04

What does this crack look like when you move around it? Either way, let's explore some more before we start messing around with interdimensional cracks and electricity. Other office seems like an inviting place to start.
>>
No. 775152 ID: f6b313
File 148556700746.png - (1.06MB , 1229x1277 , 015OfficeHall2.png )
775152

The crack looks knife edge thin, you're sure you could climb through but should you slip you doubt you could avoid injury.
>>
No. 775156 ID: f6b313
File 148556815294.png - (441.15KB , 877x571 , 016SideOffice.png )
775156

You enter the side office.
There are further traces of an effort to brick up the windows as quickly as possible; the cement has hardened with time but the hastiness of it's construction is apparent from the stalactites beneath the seams formed while it was liquid.
There is a pile of rubble and earth in the corner, the wall has collapsed inwards.
You internally lurch with claustrophobia as you realise you may infact be very far underground, in an unstable building not designed to sustain the tonnes upon tonnes of earth above your head.

While searching the room you find more ruined paper in the desk, a variety of rocks and a mirror on the floor.
>>
No. 775158 ID: 398fe1

>>775156
Check yourself out in the mirror.
>>
No. 775179 ID: f6b313
File 148557299537.png - (184.91KB , 432x428 , 017Mirror.png )
775179

You tentatively turn the mirror over as if there could be something awful on the other side, but you are instantly relieved.
Whatever situation you're in, you are very glad to know you recognise your own face.
Before you say anything, infact just as you were going to say something, you find your own lips moving of their own volition, in a terrifyingly familiar voice.

"...that's... me?"
>>
No. 775201 ID: 398fe1

>>775179
Ah. Your invisible ally is, in fact, an invisible friend.
Go "No, I'm me. Are we... both me?"
>>
No. 775268 ID: ecbea7

>>775179
What a confusing line of events I'd say. Maybe you should try to mingle with yourself, see just how detached you're feeling from you.
>>
No. 775725 ID: f6b313
File 148580714697.png - (178.88KB , 433x419 , 018Mirror2.png )
775725

>No, I'm me.
You notice your voice is barely vocalised, as if you're recovering from losing it.
>Are we... both me?

"...i guess"
>>
No. 775736 ID: f6b313
File 148580996089.png - (495.79KB , 870x562 , 019SideOffice2.png )
775736

You take a seat, then rest the mirror on your lap while you ponder what this means.
You clearly have control over your own body, you do what you want to, but isn't what you'd want your body to do what your body wants anyway?
You feel like you keep making decisions before you're aware you've made them, as if you're no longer the only party with a say in what you're doing.

You glance down and notice yourself looking at your reflection, did you choose to do that?
Infact you're almost certain you didn't, you rested the mirror on your leg... it takes you the time it takes to ponder all of this to realise your right hand is holding up the mirror to your face.

>Wait, are you holding the mirror?

"yeah."

>Did... did I tell you to?

"no."

>What... what else can you do?

"whatever"

You somehow feel glad, at least the consciousness you're paired with is benevolent, even if they don't seem to take an interest.
>>
No. 775739 ID: f6b313
File 148581022599.png - (481.13KB , 661x708 , 020Scar.png )
775739

You suddenly get a flash of memory, some lecture or documentary from a previous life, isn't this already a thing? Research on people with separated brain hemispheres, something about sides disagreeing with eachother... but only one could talk?

>Hold on, I'm gonna test something.

"ok"

With your left hand, you cover your right eye. After a pause, your right hand clutches your face.

"i can't see"

>It's ok, don't worry.

You move your hand over to your other eye to find your vision is blacked out.

>Well, I think we're the same person. We've had brain surgery.

"Check your head."

With your right hand you carefully reach up and feel your scalp, and sure enough you feel a long, ugly scab running the length of your skull.
>>
No. 775743 ID: 8d4593

Normally, only one side of the brain possesses the capability to process language. You sir are an anomaly. Perhaps you had a significant brain injury as a child, resulting in your brain programming itself in a nonstandard way.

It is unlikely that this was your first brain surgery.
Hopefully it will be your last.

Go squeeze through that crack. Coordinate with your other side for saftey. Bring the little piece of paper and key. If the breaker doesnt turn on the lights, its little light should be enough to read the thing.
>>
No. 775745 ID: d36af7

Some tricky thing with the corpus callosum, probably. You've got two minds in your head. Does the crack in the air look the same from both sides? Can you reach through it using the IV stand from the surgical theater?
>>
No. 775760 ID: 398fe1

>>775743
That's not exactly true. Both sides of the brain can do everything necessary to function as a human being. It's just that each side is specialized for certain tasks.

>>775739
Alright, I suppose we should check in that dark tunnel a little bit before risking the tear in reality. Optimally you'd get like a pole or stick or something to make it easier to reach in.

Also try tossing a rock at the edge of the tear, see if it is as dangerous as it looks. It might just repel things that get close to the edges.
>>
No. 775809 ID: f6b313
File 148582442146.png - (871.11KB , 1283x1413 , 021OfficeHall3.png )
775809

An anomaly... you're ok with that.

You gather the drip stand from the other room and carefully push it through the crack...
>>
No. 775815 ID: f6b313
File 148582505071.png - (282.47KB , 532x520 , 022CircuitRoom2.png )
775815

...it seems fine.

The other side of the crack looks like the other side in the other room, eg. from this side you can see cables but if you go around and look down, you can see the grate in the other corner of the room.

If you press the drip bar against the tear it seems to hold, the sharpness is impressive but you'd need to apply some force to actually cut. ...Of course, falling over is exactly the sort of force you'd need.
Having said that, you should be fine with a mixture of the pole and some decent coordination.
>>
No. 775824 ID: f6b313
File 148582563647.png - (126.94KB , 429x369 , 023OfficeHall2.png )
775824

You're leaning towards going straight through, but you examine the dark hallway further before you go in.

You get about 3 feet in before realising that it's really, really, astonishingly dark. Undeterred, you continue going forward, keeping the light in full view. The hallway seems to pitch up, as if it were a ramp.
You get about 3 meters in before the gradient seems to start increasing geometrically... or rather the direction of gravity does.
Even though the hall is visibly straight, all the way back to the light, you find yourself needing to crawl just to make progress.
Just as the wall seems almost vertical, you hear running water from way ahead...

This is far too spooky for you and you lose grip immediately, slipping back into the hall you started in.
>>
No. 775828 ID: f6b313
File 148582623226.png - (411.04KB , 685x696 , 024CircuitRoom3.png )
775828

Finally, you are ready to climb through the tear. You check everything is ok with yourself, then climb through with the help of the pole.

On the other side is an almighty, industrial looking circuit breaker. You find yourself squinting blankly at the instructions when

"stop, i can read them"

It seems your other half can read more adeptly than you can. While you wait, you notice that the room here is much less humid. The paper you took from the doctor's desk is still ruined with damp, but you get the feeling you could dry it out if you had time and somewhere hot.

Between the both of you, you determine that the control is currently in standby; awaiting some kind of mechanical input.
>>
No. 775829 ID: f6b313
File 148582681204.png - (388.60KB , 636x684 , 025CircuitRoom4.png )
775829

You pause for a second, fiddling with the controls you see, when you realise there's a whole 'nother board under a panel.
With some sweet cooperation, you uncover some kind of circuit. There are spools of wire underneath, and a grid of pegs with marked transistors between.

Regarding the wiring, the instructions for repair state:
- Wire on pegs must create a single continuous loop
- Type of transistor indicates how many of the four surrounding sections contain a wire
- WARNING: Wire loop must not cross itself, for safety reasons any given peg can only have a maximum of two lines passing through it.
>>
No. 775835 ID: 398fe1

>>775829
What's with the transistor on the bottom right? Does that mean it has zero wires on its pegs?
>>
No. 775840 ID: 398fe1

Also is the wire allowed to cross diagonally? Does "surrounding sections" refer to the borders of the tile the transistor is in, or does it refer to the adjacent tiles? What determines if a wire is "contained" in a tile, in that case?
>>
No. 775864 ID: 398fe1
File 148583334739.png - (336.72KB , 636x684 , solution1.png )
775864

Depending on how the puzzle works, this might be a valid solution.
>>
No. 775871 ID: 67d5dc
File 148583555446.png - (227.06KB , 636x600 , puzzle solution.png )
775871

Another, more restrictive solution.
>>
No. 775873 ID: 398fe1

>>775871
This is probably correct, considering it uses up more of the empty space on the board.
>>
No. 775878 ID: 3247fc

>>775871
I recognize this puzzle, this is how it's normally done.
>>
No. 776053 ID: f6b313
File 148589541410.png - (436.74KB , 634x652 , 026CircuitRoom5.png )
776053

You try >>775864 at first, but there's a lot of slack left in the wire. After messing around with it, you find >>775871 fits perfectly and the second light flickers on.
The ignition lever is ready, you pull it down and with a gratifying mechanical KA-CHUNK you begin to hear a bassey whirring noise like a great fan spinning up before...
>>
No. 776059 ID: f6b313
File 148589665407.png - (312.76KB , 559x559 , 027CircuitRoom6.png )
776059

You let out an instinctive yell as the light suddenly hits your eyes, it almost takes a full 10 seconds for you to make anything out through your near-black adjusted retinas.
Like a polaroid photo your surroundings develop into something you can process and you continue.

Behind the gentle humming of electricity and the far off rumbling whir, you think you catch a far away voice yelling from the door in the corner. You try and open it but it needs a card to function.
>>
No. 776097 ID: 398fe1

>>776059
Go back out and see if you can open the other door. If not I guess you'll have to go through the formerly-darkened corridor.
>>
No. 776127 ID: f6b313
File 148590841287.png - (1.16MB , 1294x790 , 028OfficeHall5.png )
776127

You carefully climb back through, then try and use the door panel with the power now on. The bulkhead shifts open and you examine the new area.
>>
No. 776130 ID: f6b313
File 148590891465.png - (583.68KB , 1024x632 , 029SecurityHall.png )
776130

It looks like a security office, or it was once.
The bulkhead on the far wall has partially caved in, the top half holding the tsunami of earth back. The bulletproof glass itself has buckled in places, in the furthest window it's been pushed completely out of its frame by the crushing power on the wall.
You try not to think about it and sneak in through the hole in the window.
>>
No. 776148 ID: f6b313
File 148591010742.png - (358.03KB , 728x542 , 030SecurityOffice.png )
776148

It's even worse in here, the cave in blocks out the door and on the far side there's more rubble than wall. There's parts of concrete rebar here too, you don't understand how it could've been forced in here, it's part of a reinforced concrete pillar. How deep underground must you be? Was there an earthquake? Will another one happen? What if the roof falls in on the exit and you get trapped here?

Your right hand suddenly covers your left eye.

"stop."

>Huh?

"i feel stressed. stop."

You guess that makes sense, you share the same hormones, the right amygdala affects stress...
Jesus, does that mean you're chronically stressed?

Your right hand nudges you.

"stop."

>...Thanks.

You search the office and find some switches underneath the table... and a blue security card. Bingo.
>>
No. 776364 ID: d36af7

Check out the dark anomalous-gravity hall, see if it's any different with the power on, before climbing through the portal (and thus risking injury) again.
>>
No. 776388 ID: 398fe1

>>776364
Yeah.
>>
No. 777359 ID: f6b313
File 148632333254.png - (384.53KB , 652x548 , 031OfficeHall6.png )
777359

Before you go through the tear to try the security card, you check the weird sloping hall.
With the lights on you can see the end. A few feet further than you could climb is a wall with a solid metal circular seal in the centre, maybe a foot in diameter. It doesn't seem accessable, or even reachable right now, so you leave it alone.
>>
No. 777362 ID: f6b313
File 148632389380.png - (457.52KB , 871x601 , 032LiftRoom1.png )
777362

You go through the tear, opening the door with the key card. You think you overstated the difficulty in getting through these, the danger is there but easy to clear. Past the circuit room is a lobby for a tall lift, to the other end of the room is a door and on the side opposite the lift is a wide tear half way through the wall.

The shouting you heard earlier is coming from the wide tear, it sounds male and in distress.
>>
No. 777370 ID: 398fe1

>>777362
Go say hello, see what the problem is.
>>
No. 777415 ID: f6b313
File 148633478149.png - (2.12MB , 1681x1485 , 033AbyssCoast1.png )
777415

You decide to follow the voice and clamber through the tear to find an enormous room.
Everything on 3 sides is completely black, the only light is from the room you came from and it illuminates a dark rubble shore bordered by sheer, unmeasurable walls. There is also a chain under stress attached to a pole sticking out of the rubble.

If you strain your eyes you can spot vague lights in the far distance, too dim to look at directly but bright enough to confirm their presence in the sides of your vision.

You notice the voice is back through the way you came... the tear goes through the wall and from here you can access either side, the voice comes from the other side of the wall.
>>
No. 777416 ID: f6b313
File 148633540530.png - (1.07MB , 726x1536 , 034CellHall1.png )
777416

Still chasing the source of the voice, you climb through to the other side of the wall, you can come back this way easily.

On the other side is a partially collapsed hallway with cells along one side, you can quite clearly make out that the voice seems to be saying "Than" repeatedly in different intonations. The voice is coming from the third cell along.
>>
No. 777423 ID: f6b313
File 148633617915.png - (600.73KB , 657x688 , 035CellHall2.png )
777423

You pause before you open the door, as if deciding whether the voice is a risk or not. All the thoughts you've had for this sort of thing since you woke up suggest you'd be eager to help, but there's still a part of your character deep inside which seems distrustful. What if the voice is a lunatic who wants to kill you? What if he's just another surgery patient like you?

The source of the voice seems to have noticed you at any rate, he's calling towards the door as if to get your attention specifically. You can't see any way to effectively communicate through a cell door, let alone with someone who can't communicate back verbally.
You ready yourself.

>Hey, I'm opening the door, so you'd better not be a psycho, ok?

This seems to elicit a positive response and you open the door, with the extra force of someone pushing hard from the inside.
>>
No. 777425 ID: f6b313
File 148633664932.png - (211.44KB , 517x508 , 036Than.png )
777425

"Than!"

He seems... ok, aside from the only speaking one sylable thing.

>Hello?

"Than"

>Are you ok?

From the tone of voice and body language he seems to say that he's better now, but he's still pretty curious about how he got here. Seems like he's had the same deal as you, only different.

You absentmindedly notice that the cells are all padded.
>>
No. 777454 ID: 398fe1

>>777425
Ask if he can write. That would be a better form of communication than intonation. Explain what your deal is and ask if he'd like to work together. Three heads are better than two, haha.
>>
No. 777592 ID: dd5b4d

If he can't write, get him to nod for yes and shake his head for no and start asking him some questions about why he's here and how long he's been here.
>>
No. 777604 ID: af6e04

Maybe could run back to the office for pen and paper.
>>
No. 777958 ID: 54f614
File 148651687043.png - (3.49MB , 2467x1638 , 037CellHall3BIG.png )
777958

You bring him over to the rubble and see what you can gather from him. First and foremost, his name is Jon and he woke up when the lights came on in the cell. He seems to have more memories than you, remembering not only his name but a little of what happened before he got here. Some kind of recovery ward for surgery patients in a gigantic hospital. He doesn't remember being put in a padded cell though, and he can't explain why this is all underground.

You establish how you got here, that you remember even less and that Jon is the first human you've seen here, living or dead.

Between you both, you develop a rudimentary sign language for Jon. He seems to have trouble with general grammar and finds it easier to pass on ideas using single words, but as far as you can tell he understands you clearly.

He notices your scar and asks, you explain how your brain seems to work - one side mainly being controlled by each hemisphere, how your other half is generally quiet, how you deal with it.

You ask if you can see his scar.
>>
No. 777968 ID: 54f614
File 148651777420.png - (196.21KB , 497x489 , 038JonPet.png )
777968

Like yours, it's barely healed. An ugly scab is covering it over and there's a patch where his hair hasn't grown back yet.

You catch Jon looking at you.
Despite the wound, he seems to like the attention.
>>
No. 777981 ID: 398fe1

>>777968
Yep that's a hole in his head.

Let's see if anyone's in the other cells. Just look through the doors for now, don't open them yet.
>>
No. 778059 ID: d36af7

Compile a map of areas explored thus far. Consider possibility of morale-building cuddles.
>>
No. 778699 ID: 54f614
File 148683150771.png - (282.93KB , 467x542 , 039Door2.png )
778699

You can't look through the doors, and for the middle door it seems like you couldn't open it anyway.
The metal latch is fused in place from rust and lack of use, even if both of you try and force it, the bar isn't going anywhere.
>>
No. 778700 ID: 54f614
File 148683162713.png - (364.36KB , 549x681 , 040Door3.png )
778700

You try the first door along, it opens easily and inside is another rip.
>>
No. 778703 ID: 54f614
File 148683226359.png - (1.69MB , 1109x1605 , 041Map.png )
778703

You think back where you've been and assemble a mental map. You're not certain where the unconnected rooms line up, but this seems easy to process and fairly accurate.

You haven't explored the chain in the lake, the corridor in the lift lobby or the tear in the cell. You're 1 person up, technically 2, you have places to go and you know how things work; things are looking up.
>>
No. 778704 ID: 54f614
File 148683281253.png - (867.07KB , 1240x656 , 042JonRubble.png )
778704

And as for morale-building cuddles... you'd consider it. Jon seems scatterbrained but honestly affectionate.
Maybe at the next comfy place, when we need sleep.
>>
No. 778759 ID: 398fe1

>>778704
Looks like he found something. Let's peek into this new tear first.
>>
No. 778846 ID: 54f614
File 148686668378.png - (326.08KB , 554x544 , 043TrickRooms1.png )
778846

You peek through and see a waiting area. Looks relatively ok, not as clammy or affected by rot and damp.
You cautiously enter, Jon follows behind you attentively.
>>
No. 778853 ID: 54f614
File 148686720658.png - (278.94KB , 554x544 , 044TrickRooms2.png )
778853

On the walls is a dispenser and a panel, a scavenged door button for wheelchair users.
You depress it, sensing a puzzle, and one of the lights on the dispenser clicks on. You can clearly see a keycard behind thick glass.
>>
No. 778857 ID: 54f614
File 148686747211.png - (387.95KB , 605x557 , 045TrickRooms3.png )
778857

With much to explore you pick a random door and go through, looking for further panels.
On the wall here is a picturesque hanging, pristine compared to the halls you came from.
>>
No. 778860 ID: 54f614
File 148686769546.png - (322.05KB , 564x525 , 046TrickRooms4.png )
778860

You follow the doorway on the other side and arrive in a more traditional looking waiting room, sofa and all.
There is more art on the wal- wait what the hell
>>
No. 778864 ID: 54f614
File 148686800538.png - (331.82KB , 555x525 , 048TrickRooms6.png )
778864

Uhhhh?
If you go through a side door you arrive back here?
You decide not to deeply question the spatial inconsistency, just another weird gimic of whatever's going on here.
Anyway you can see a room you haven't found yet so you head right in... through the door you originally went through.
>>
No. 778866 ID: 54f614
File 148686823566.png - (294.51KB , 529x503 , 047TrickRooms5.png )
778866

This room is clearly more aged, there is residue where the painting has been hung for a while.
There's a panel on the floor here, and on the ceiling? From here you can see the other 3 rooms and you get the impression you've fully explored the area.
>>
No. 778890 ID: 398fe1

So, let me get this straight. Every time you enter a room, the doors lead to seemingly random destinations? The destinations changed in the first room... try leaving Jon behind in one of the rooms to see if he notices the doors changing destinations. Or maybe leaving him in a room will lock it, spacially.

Also look behind all the art and check the panels to see if you can do anything with them.
>>
No. 778911 ID: 67d5dc

If nothing else, the sofa is probably the softest bed-like item we're aware of.
Anything behind the pictures, or under the sofa?
>>
No. 779627 ID: fd725e
File 148712029083.png - (351.32KB , 591x540 , 049TrickRooms7.png )
779627

You decide to test the spatial capabilities of the room, and invite Jon in while you explore.
>>
No. 779628 ID: fd725e
File 148712046415.png - (243.60KB , 365x548 , 050TrickRooms8.png )
779628

Before you check the sofa, you try the art on the walls.
Bingo.
Behind the hallway hanging you find a hole in the wall. It looks like the other sidOH SHIT
>>
No. 779629 ID: fd725e
File 148712054977.gif - (5.12MB , 516x495 , 051OhShit.gif )
779629

[animated]
>>
No. 779632 ID: fd725e
File 148712092723.png - (322.44KB , 492x546 , 052TrickRooms9.png )
779632

>Uhh... howdy.
On the other side is the room you came in, you leant over a bit far and gravity took over? You're not even sure that makes sense, you're lying on the wall now.

Anyway, Jon signs that the rooms seem to change when he's not looking. He hasn't seen any new rooms though.
>>
No. 779634 ID: fd725e
File 148712117247.png - (168.33KB , 322x502 , 053Panel.png )
779634

While you're here you check the panels close up.

It honestly looks like a scavenged door button, the sort of thing designed for wheelchair users. It makes sense for a hospital, you guess. The build is thorough, as if it's been modified for heavy duty use but other than that it just pushes back out when you stop pressing it in.
>>
No. 779640 ID: fd725e
File 148712182305.png - (196.95KB , 388x513 , 054Machine.png )
779640

The card dispenser however, is alien. You can tell its use but it seems weirdly specific, like it's been made exclusively for a situation with 4 inputs. The build quality suggests use in a foundry or a mine, as if it's designed to sustain environmental extremes for long periods, not a hospital. It's also remarkably sturdy, surreally so. You get the impression you couldn't break in with anything you've seen so far, or will see for some time.

Someone or something wants you to solve a puzzle.

apologies for the wait, couldn't upload for a few days
>>
No. 779668 ID: 67d5dc

The push to open button is on your 'floor' right? Try and see if you can bring something to this gravity state and leave it on the button. That plant, for instance.
>>
No. 779669 ID: 398fe1

>>779668
Yep, looks like we have to take advantage of the gravity-weirdness from the hole in the wall/ceiling to apply weights to all the buttons. In theory we only need two weights because Jon and you can push one button each.
>>
No. 779769 ID: d36af7

If you go back and retrieve that IV stand you might be able to push both buttons in the "clearly more aged" room at the same time.
>>
No. 779911 ID: 5d75aa
File 148721203835.png - (252.70KB , 527x479 , 054TrickRooms10.png )
779911

You go back, retrieve the plant and put it on the wall panel...
>>
No. 779912 ID: 5d75aa
File 148721209198.png - (247.11KB , 523x480 , 055TrickRooms11.png )
779912

...tell Jon to press the waiting room panel...
>>
No. 779913 ID: 5d75aa
File 148721239905.png - (241.76KB , 519x470 , 056TrickRooms12.png )
779913

...and weigh down the floor panel in the older room, but it isn't enough. You can poke the IV drip onto the ceiling panel to make the machine open, but as soon as you let go the glass barrier shuts and locks before you can grab the card.
This isn't the solution, but you're clearly close. You get the feeling you have everything you need.
>>
No. 779925 ID: 398fe1

You should be able to stand on the button the pot is currently on and reach the keyboard. Put the pot where Jon currently is, have Jon stand where you are now and use the IV stand, then go stand where the pot currently is as previously mentioned.
>>
No. 780315 ID: 81c0ea
File 148736375813.png - (276.42KB , 524x482 , 057TrickRooms13.png )
780315

>>779925
This would work if you could find a way to make the plant hold to the sofa room wall like it did the other panel. You also get the feeling there's a solution without the IV drip.

Hint: The changed gravity still applies if you change room.
>>
No. 780318 ID: 398fe1

>>780315
Can we go through the hole twice? Would the stand the flower pot was on fit on top of one of the buttons?
>>
No. 781268 ID: 15f58c
File 148755179082.png - (248.55KB , 543x503 , 059TrickRooms15.png )
781268

With the extra reach of the roof hole use you manage to nagivate in whichever orientation you wish.
You place the flower pot on the waiting room wall...
>>
No. 781270 ID: 15f58c
File 148755184067.png - (241.37KB , 519x470 , 058TrickRooms14.png )
781270

...weigh down the panels in the older room...
>>
No. 781272 ID: 15f58c
File 148755251611.png - (340.25KB , 580x527 , 060TrickRooms16.png )
781272

...Jon leans on the wall panel and you finally reach the card yourself.
>>
No. 781273 ID: 15f58c
File 148755284289.png - (246.04KB , 415x556 , 061Machine2.png )
781273

It looks higher level than the one you used to open the circuit room door, you're not sure where you'll use this one yet but you're sure you will.

Thinking about it, the most direct way out of here is probably through the lift but there are still unexplored options.
>>
No. 781284 ID: 398fe1

>>781273
Alright let's check out the room on the right here: >>777362

We could also check out what's attached to the chain outside by the big rip but I want to check the unexplored room first.
>>
No. 781917 ID: c22a53
File 148772677053.png - (641.16KB , 834x810 , 062HoldingHall.png )
781917

You go back through the wall hole and head in.
Another hall, another collapse.
>>
No. 781922 ID: c22a53
File 148772779110.png - (661.08KB , 854x760 , 063HoldingCell1.png )
781922

You tread through the passageway and find a holding cell... with someone in it. She has long hair and is staying dead quiet, you can't be sure she's noticed you two yet.

You cautiously speak up, to greet her. She seems about to make some vicious remark before she stops herself and slowly responds instead by asking if we can see a way to let her out.

Her door has a busted electronic lock on it and the glass looks fairly sturdy.

She appears to be wearing a straightjacket.
>>
No. 781925 ID: 398fe1

>>781922
Tell her the lock looks broken. You're gonna go look for something to smash the glass with.

Time to pull on that chain.
>>
No. 782345 ID: bfdaf0

Are we sure we want to free her? A straightjacket is more serious than a mere padded cell; it's possible they put it on her for a reason.
>>
No. 782371 ID: 398fe1

>>782345
I agree, it's risky. She's probably violent, and we should not take the straightjacket off her. However, it would be terrible to just leave her here, she might die.
>>
No. 785175 ID: 4c0339
File 148874052982.png - (875.08KB , 1088x768 , 064Dredge.png )
785175

You both go back to the cave room and pull on the chain. At first it barely moves as if something's blocking it, but as you both lean your weight in the blockage seems to move.

As you pull up the length you see a rise of bubbles cloud the water.
>>
No. 785180 ID: 4c0339
File 148874100415.png - (468.37KB , 830x546 , 065ManholeCover.png )
785180

On the end of the chain is a circular metal plate, in the distance you hear a phenomenal crunch of rubble and a rush of water like a heavy brook.
>>
No. 785207 ID: 398fe1

>>785180
Uh oh. Time to grab a rock and smash the window to let the lady out before the water gets down to her cell.
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