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

59 posts omitted. Last 50 shown. Expand all images
>>
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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