The Chamber

Tav
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#31

Post by Tav » Mon Mar 07, 2011 5:39 am

> Check the original chamber and try to remove the vent cover.
Unlike the vent cover in the maintenance room, the large bolt holding the vent cover is loose! You twist it open, and the entire vent pops open! Yaay!

> If the inside of the vent is, beyond any sensible expectations, better lit than the hallway, crawl around inside.
The maintenance shaft\vent goes two ways, one towards the maintenance room, and the other down into the dark area. The shaft has small emergency lights lining the passage. How convenient!

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#32

Post by MDude » Sun Mar 13, 2011 7:05 pm

> Follow the vent towards the dark area, taking a peak out wherever there's an opening.

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#33

Post by Savverz » Mon Mar 14, 2011 1:54 pm

> Despite this not exactly being the best time, check inside of pants to determine gender.

[ ... What? ]

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#34

Post by Tav » Mon Mar 21, 2011 11:16 pm

> Follow the vent towards the dark area, taking a peak out wherever there's an opening.
Every so often you peek through the vents, seeing nothing but darkness. Until finally, you find a room with emergency lights on. Specifically, a dark hallway, identical to the rest of the dark hallways, save for a single generator that's running, with a laptop and a light connected to and sitting on said generator. Other than that, the room looks dark.

> Despite this not exactly being the best time, check inside of pants to determine gender.
You roll your eyes. Of course you know what gender you are. You're not an idiot.
Last edited by Tav on Mon Mar 21, 2011 11:21 pm, edited 1 time in total.

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#35

Post by Savverz » Wed Mar 23, 2011 10:30 am

[ :P ]

> Check out the laptop.

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#36

Post by Tav » Wed Mar 23, 2011 7:23 pm

> Check out the laptop.
You climb out of the vent, cautious about anything hiding in the dark. You approach the laptop, and hear a stern growl. Looking back, you flip open the laptop. Open is some sort of data file, complete with notes, in some operating system you've never seen before.

<blockquote class='quote_blockquote'><dl><dt>Quote:</dt><dd>&nbsp;</dd></dl><div>"There are several varieties of creature that the test subjects have evolved into. Most of them are harmless, but serve as prey for the larger, more predatory specimen. I'll detail the predatory creatures here;
Charger; A fairly unimaginative name, but I'm a bit too stressed to come up with a latin title for it. It's large, has heavy plating on it's head, and charges, stunning anything it hits. I've encountered a few of these, and only got out by playing matador.
Dweller; Not as dangerous as the chargers above, these are small, fast, lethal, and have all sorts of poisons that they spit, inject, and incapacitate their prey. These fellows stay in the dark, though, so as long as you're in the light you're safe.
Vespid; I've never encountered one of these, but one of the other researchers say that they're in the biosphere. I'll have to check them out - wait - what's that sound?"[/quote]

The file ends there. You hear another growl from the darkness, and you see four eyes reflecting light.
It. . would be best to leave. Quickly.
Last edited by Tav on Wed Mar 23, 2011 7:25 pm, edited 1 time in total.

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#37

Post by Savverz » Wed Mar 23, 2011 9:23 pm

> Get out of there.

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#38

Post by MDude » Thu Mar 24, 2011 12:32 am

> If you make it into the vent, try to close the vent cover behind you.

> Go back along the vent to see if the first monster you saw had escaped.

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#39

Post by Tav » Fri Mar 25, 2011 5:09 am

> Get out of there.
You turn about, climbing up and into the vent, peeking out. The creature with four eyes apparently doesn't enter the light, which is probably why you're still alive. But it's there. It's very much there.

> If you make it into the vent, try to close the vent cover behind you.
You close and fasten the vent cover behind you, in case the emergency lights in the vent run down. As you watch, the generator sputters and dies, apparently out of fuel. Good thing you got out of there before it died, or else you wouldn't have made it.

> Go back along the vent to see if the first monster you saw had escaped.
You crawl back along the vent, not noticing anything out of the norm. You reach the chamber hall. Still nothing abnormal. Then you enter the maitenance room, and notice that one great monster had escaped. It left nothing but dented pipes, and that same broken fuse box. You don't smell the rosemary scent, so perhaps it dispersed.

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#40

Post by MDude » Thu Mar 31, 2011 1:20 am

> Since there doesn't seem to be any other option, go back past where you saw the laptop and into the unknown.

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#41

Post by Tav » Fri May 27, 2011 1:16 am

> Since there doesn't seem to be any other option, go back past where you saw the laptop and into the unknown.

After what seems like an hour, you finally reach the end of the vent. You peek through, and find that the room is almost identical to the maintenance room, with plenty of pipes. You suppose that they're full of whatever sedative it is that has that scent. The fusebox in this room is not damaged, and most of the switches are flipped off. You jiggle the handle of the only door out, and it's not locked. However, you can tell that there's no light in the other room.

(I'm working on a more-official, graphical map of the place.)

(Edit: Okay, the map's done. It's thrown into the introductory post.)
Last edited by Tav on Fri May 27, 2011 1:29 am, edited 1 time in total.

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#42

Post by MDude » Thu Jun 09, 2011 2:38 am

>See if anything else in the room seems useful.

>Examine the control panel.

>Try to turn on the lights in the hallway and/or cut power to the other fusebox.

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#43

Post by Tav » Fri Jun 10, 2011 6:15 am

>See if anything else in the room seems useful.
You duck under the piping, and look about. It seems like you can see something, but it's too far away for you to reach it. It's too dark for you to see what it is, as well.

>Examine the control panel.
The control panel has a small digital screen, that detail exactly if and how much power is being used. Apparently, if you found an 'engineering ID', you could use it to change how much power is being used. As it is, you can only control the on&#092;off state.

<div class='spoiler_toggle'>Spoiler: click to toggle</div><div class="spoiler" style="display:none;">
Engineering;
Starboard Maintenance: On - 60k☼
Starboard Quarters: Off - 0☼
Port Maintenance: On - 78.8473~k☼ {Abnormal energy leak}
Port Quarters: On - 10~k☼
Primary engines: Off - 0☼
Secondary engines: On - 40k☼
Propulsion: Off - 0☼
Maintenance Shafts: Locked in the on position 120k☼
Emergency Power: Locked in the on position 85k☼
Current Power Generation: 360~k☼
Current Power Load: 393.8473~k☼ {Stored power dropping quickly}</div>
>Try to turn on the lights in the hallway and/or cut power to the other fusebox.

You mess around a bit, and change the configurations. This looks much better; The red flashing indicators were worrying, but it seems that it's more stable.

<div class='spoiler_toggle'>Spoiler: click to toggle</div><div class="spoiler" style="display:none;">
Engineering;
Starboard Maintenance: On - 60k☼
Starboard Quarters: On - 15k☼
Port Maintenance: Off - 0☼
Port Quarters: On - 10~k☼
Primary engines: Off - 0☼
Secondary engines: On - 40k☼
Propulsion: Off - 0☼
Maintenance Shafts: Locked in the on position 120k☼
Emergency Power: Locked in the on position 85k☼

Current Power Generation: 360~k☼
Current Power Load: 330~k☼</div>

As you turn on the 'Standard Quarters', you see under the doorway that the lights in the hallway have turned on. For a moment, you feel extraordinarily proud of yourself. You're actually getting somewhere&#33;
Last edited by Tav on Tue Aug 09, 2011 2:38 pm, edited 1 time in total.

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#44

Post by MDude » Fri Jun 24, 2011 5:52 am

>Carefully peek under the door if you can, then slowly creep the door open while looking out for anything scary.

>If it seems safe, go check out the hallway to see what's happening now that the light's on.

>Put an ear to the door of the now dark room for signs of monster.

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#45

Post by Tav » Tue Aug 09, 2011 2:37 pm

>Carefully peek under the door if you can, then slowly creep the door open while looking out for anything scary.
Peeking under the door doesn't do much good; All you can see is the light reflecting off of the linoleum. Is it even linoleum? You don't see any shadows, so you guess there's nothing scary. Just in case, though, you open the door slowly, peeking through. Luckily, you don't see anythin-

you see something scary oh shit shut the door

You slam the door shut, hiding from the black. . thing that was on the ground, maybe 25 meters back in the hallway.

You peek through the door again, and see that it isn't moving. It's . . smoking?
>If it seems safe, go check out the hallway to see what's happening now that the light's on.
Stepping out, you look through the hallway. Oddly, you see a bunch of other chambers, lining the entire wall. At the other end of the hallway, you see even the original chamber that you'd come from. It's the. . same hall? Huh.

Sandwiched between two chambers, roughly in the center of the hallway, is a door off to the side. Next to the door is the run-down generator and the laptop. After analyzing all of this, you approach the smoking black. . thing.

It has roughly six legs, and it's obviously dead. The head looks canine, but with. . mandibles and four eyes? This thing is obviously not normal. Then again, something killed it. . .With fire?

oh man you hope you don't run into a flamethrower monster.

>Put an ear to the door of the now dark room for signs of monster.
You walk back to the original maintenance room, where the monster had originally attacked, and you see that the door has been. . knocked down, the lights off.

Huh. Strange. As you walk a bit closer, you see. . two sets of four eyes, staring at you from the darkness. A claw swipes out at you, and you leap back, falling onto your keister. The creature yelps and pulls it's claw back, and you strongly smell sulfur and smoke. You feel an odd sense of safety, despite the two creatures staring at you hungrily.

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