ClubFloyd Transcript:
The idea behind ClubFloyd is that each
week at a pre-arranged time, a group of
people meet online to cooperatively play
a game of interactive fiction.
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ToyShop & Floyditorium
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#ClubFloyd Discussion
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*** SESSION 1 *** | ||
Knight_Otu says (to ClubFloyd), "load sleepmask babel" | ||
CF | FrobTADS 1.2.3 - A text-only TADS 2.5.17 Interpreter. | ||
CF | TADS copyright (c) 1993, 2012 by Michael J. Roberts. | ||
CF | Maintained by Nikos Chantziaras <realnc@gmail.com>. | ||
CF | | ||
CF | usage: frob [options] file | ||
CF | options: | ||
CF | -ctab file use character mapping table file | ||
CF | -ctab- do not use any character mapping file | ||
CF | -i file read commands from file | ||
CF | -o file write commands to file | ||
CF | -l file log all output to file | ||
CF | -m size maximum cache size (in bytes) | ||
CF | -mh size heap size (default 65535 bytes) | ||
CF | -ms size stack size (default 512 elements) | ||
CF | -p [toggle] pause after play | ||
CF | -r savefile restore saved game position from savefile | ||
CF | -s level set I/O safety level (-s? for help) | ||
CF | -tf file use file for swapping (default: TADSSWAP.DAT) | ||
CF | -ts size maximum swapfile size (default: unlimited) | ||
CF | -tp (-)[toggle] preload all objects | ||
CF | -t+ enable swapping (disabled by default) | ||
CF | -u size set undo to size (0 to disable; default 60000) | ||
CF | | ||
CF | toggle options: add + to enable, - to disable, nothing to toggle | ||
CF | cheaptads quit with exit status: 0 | ||
CF asks, "That game over already? It was just getting good. Wanna play another?" | ||
Knight_Otu says (to ClubFloyd), "load babel" | ||
CF | Welcome to the Cheap Glk Implementation, library version 0.9.0. | ||
CF | | ||
CF | tadsr - A text-only TADS 2.5.10 Interpreter. | ||
CF | Copyright (c) 1993, 2006 by Michael J. Roberts. | ||
CF | | ||
CF | | ||
CF | | ||
CF | Black. | ||
CF | White. Cold. | ||
CF | Dry. | ||
CF | The sun is just about to rise on latitude 74. In the darkness the last | ||
CF | stars pierce the air and the arctic wind is a dying songbird. Below | ||
CF | the snow dunes, you are waking. Something is wrong. | ||
CF | | ||
CF | | ||
CF | | ||
CF | ---Babel--- | ||
CF | by Ian Finley. | ||
CF | Developed with TADS, the Text Adventure Development System. | ||
CF | | ||
CF | (If you are unfamiliar with interactive fiction or need help, type | ||
CF | INSTRUCTIONS) | ||
CF | | ||
CF | North End | ||
CF | One by one, your senses speak to you. There is one absolute: cold. | ||
CF | The hard surface you're lying on is cold, the thin gown thrown over | ||
CF | your body is cold, the disinfectant-tinged air is cold, the darkness | ||
CF | around you is cold. Even your mind is cold and empty. Where are you? | ||
CF | Who are you? You feel the warm edge of a memory, but it fades as you | ||
CF | approach. Slowly, your joints bulging with ache, you get to your feet | ||
CF | and look around. | ||
CF | | ||
CF | You're standing in a cold, dimly lit hall which runs south toward a | ||
CF | feeble light and terminates at a door to the north, out of which juts a | ||
CF | weird device. Next to the door, in the northeast corner, is a heavy | ||
CF | bulkhead, and you can just make out a third door on the west wall. | ||
CF | | ||
CF | > | Knight_Otu says, "No sleepmask for us." | |
Knight_Otu says (to ClubFloyd), "x me" | ||
CF | Your body seems almost unfamiliar in some ways. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn). | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x gown" | ||
CF | The loose hospital gown, stained all over the front, gives you | ||
CF | virtually no protection against the chilling air. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x door" | ||
CF | Which door do you mean, the bulkhead, the north door, or the west door? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "bulkhead" | ||
CF | The bulkhead is made of heavy steel and covered with warning stickers. | ||
CF | It is closed tight. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x stickers" | ||
CF | There are half a dozen large, bright stickers on the door, screaming | ||
CF | "BIO-HAZARD" and "DANGER". | ||
CF | | ||
CF | > | Knight_Otu says, "Oh my." | |
Knight_Otu says (to ClubFloyd), "x north door" | ||
CF | The door is a plain metal hatch, slightly cold to the touch, and locked | ||
CF | with an odd device. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x device" | ||
CF | The device appears to be some sort of combination lock, covered with | ||
CF | oddly shaped, off-color buttons. You have no idea how to unlock it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x west door" | ||
CF | The door has no apparent handle or latch, but next to it is a card | ||
CF | slot. The door is securely closed. | ||
CF | | ||
CF | > | Knight_Otu says, "I guess that leaves the south to go to." | |
Roger says, "reckon so" | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | North Hall | ||
CF | This is the middle of a dark hallway that runs to the north and to | ||
CF | the south. What little light there is comes from the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x light" | ||
CF | I don't see any light here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Center | ||
CF | Grey light drips in from an octagonal skylight in the ceiling of | ||
CF | this room, making the room look as cold as it feels. To the north, | ||
CF | east, and south, doorways lead into unlit halls. The metal door frame | ||
CF | of the east hall glows faintly with an eerie blue light. | ||
CF | | ||
CF | You are attracted to the light and reach out to touch it. You | ||
CF | experience what feels like a strong shock of static electricity, then | ||
CF | are further shocked to hear a terrified scream coming from the east | ||
CF | hall. As you watch, your body frozen in place, the light in the room | ||
CF | becomes markedly brighter, and a thin man with streaming black hair | ||
CF | rushes in from the hall, panting wretchedly. He skids on the slick | ||
CF | tile and crashes to the ground. There's a distinct 'crack' as he | ||
CF | falls, and you see his left leg bent impossibly behind him, metal | ||
CF | sticking out of the kneecap. Yet what you are seeing evidently isn't | ||
CF | actually happening. The image seems blurred, and fades quickly if you | ||
CF | try to focus on any particular thing. The sound seems off too, just | ||
CF | slightly out of sync with the action. Suddenly, a woman runs in from | ||
CF | the north, and kneels by the man. | ||
CF | | ||
CF | "What's happened?" she asks, clearly as unsettled as you. | ||
CF | | ||
CF | Still piled on the floor, gasping, the man manages to turn to face her | ||
CF | and mumble, "That thing... the Jabberwocky... it's out... broke the | ||
CF | vial right there... slammed the door..." As he continues gasping, you | ||
CF | hear the sound of more feet rushing into the room, but the picture | ||
CF | begins to fade, and you are again standing alone in the dim, silent | ||
CF | room. | ||
CF | | ||
CF | > | ||
Knight_Otu says, "That wasn't ominous at all." | ||
Knight_Otu says (to ClubFloyd), "x door" | ||
CF | Which door do you mean, the north door, the south door, or the glowing | ||
CF | east door? | ||
CF | | ||
CF | > | Roger says, "all omens all the time" | |
Knight_Otu says (to ClubFloyd), "glowing" | ||
CF | The metal doorway is set with bars and lights. It radiates an almost | ||
CF | imperceptible glow. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bars" | ||
CF | Which bars do you mean, the north door, or the south door? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "north" | ||
CF | The metal doorway is set with bars and lights. | ||
CF | | ||
CF | > | DavidW says, "But necessary. You learn that visions are gained by touching some thing." | |
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Center | ||
CF | Grey light drips in from an octagonal skylight in the ceiling of | ||
CF | this room, making the room look as cold as it feels. To the north, | ||
CF | east, and south, doorways lead into unlit halls. The metal door frame | ||
CF | of the east hall glows faintly with an eerie blue light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch east door" | ||
CF | You experience what feels like a strong shock of static electricity, | ||
CF | then are further shocked to hear a terrified scream coming from the | ||
CF | east hall. As you watch, your body frozen in place, the light in the | ||
CF | room becomes markedly brighter, and a thin man with streaming black | ||
CF | hair rushes in from the hall, panting wretchedly. He skids on the | ||
CF | slick tile and crashes to the ground. There's a distinct 'crack' as he | ||
CF | falls, and you see his left leg bent impossibly behind him, metal | ||
CF | sticking out of the kneecap. Yet what you are seeing evidently isn't | ||
CF | actually happening. The image seems blurred, and fades quickly if you | ||
CF | try to focus on any particular thing. The sound seems off too, just | ||
CF | slightly out of sync with the action. Suddenly, a woman runs in from | ||
CF | the north, and kneels by the man. | ||
CF | | ||
CF | "What's happened?" she asks, clearly as unsettled as you. | ||
CF | | ||
CF | Still piled on the floor, gasping, the man manages to turn to face her | ||
CF | and mumble, "That thing... the Jabberwocky... it's out... broke the | ||
CF | vial right there... slammed the door..." As he continues gasping, you | ||
CF | hear the sound of more feet rushing into the room, but the picture | ||
CF | begins to fade, and you are again standing alone in the dim, silent | ||
CF | room. | ||
CF | | ||
CF | > | Knight_Otu says, "And it's repeatable." | |
DavidW says, "It is, yes." | ||
Knight_Otu asks, "East, south?" | ||
DavidW says, "I wanna say both." | ||
DavidW says, "Pick one." | ||
Knight_Otu says, "I don't think we have the power of splitting yet." | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | The darkness in this hall seems to amplify the odd echoes of your | ||
CF | feet on the tile. The only light comes from down the hall to the west; | ||
CF | to the east it is darker still. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | In almost absolute darkness, you can just see the outlines of a door | ||
CF | on the north wall and what appears to be a bulkhead to the east. | ||
CF | Oddly, a faint glow is coming from the bulkhead. To the west there | ||
CF | seems to be more light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch bulkhead" | ||
CF | You experience a mildly painful shock as you touch the door frame. | ||
CF | Almost instantly, you hear voices around you, and a group of three | ||
CF | people appears, in mid-conversation. They stare right through you at | ||
CF | the bulkhead, which stands wide open, letting a wash of light into the | ||
CF | hall. You recognize two of the people right away: the thin, dark | ||
CF | haired man was the person whom you saw running into the center room (he | ||
CF | looks much, much calmer now) and the tall woman in the middle of the | ||
CF | group was the woman you saw in that same vision, though the scene | ||
CF | you're seeing now seems a little less focused than that first one. You | ||
CF | have not seen the third person--a young man with blond hair--before, | ||
CF | yet he too seems familiar. | ||
CF | | ||
CF | "But surely you appreciate the necessity of certain boundaries," says | ||
CF | the dark haired one, peering at the younger man. "For our own | ||
CF | protection, there must be limits on man's knowledge." | ||
CF | | ||
CF | "I don't see why," answers the other, almost indignant. "Scientific | ||
CF | truth is absolute; it needs no explanations or qualifiers, nor does it | ||
CF | need boundaries." | ||
CF | | ||
CF | "Because of all the good things we have done here, I have kept silent," | ||
CF | continues the first speaker, his tone persistent despite its softness, | ||
CF | "but in that gallery are the very demons of the Pit. We have, in | ||
CF | pursuing your 'absolute truth,' created a pestilence." | ||
CF | | ||
CF | "Now listen to me..." says the young man, suddenly becoming ominous and | ||
CF | threatening. The woman puts her hand on his arm, restraining him with | ||
CF | gentle pressure. | ||
CF | | ||
CF | "Please, David," she says, quietly forcing him to calm. "We've got to | ||
CF | appreciate Brett's beliefs, he has some genuine concerns." David nods | ||
CF | reluctantly, and she turns to address the older man. "But, it is our | ||
CF | duty to face those dangers Brett. We must take the good with the bad. | ||
CF | For every toxin we've made, we've found a cure for something else. For | ||
CF | every dangerous creature we've grown, we've given given the medical | ||
CF | world another revolutionary treatment. There's a balance. We are | ||
CF | scientists because we are responsible enough to deal with that power." | ||
CF | | ||
CF | Brett starts to say something, then stops, and slowly casts his eyes | ||
CF | down. "Of course, you are right," he says, sullenly shaking his head. | ||
CF | "I do not wish to quarrel. It is the Lord's job, not mine, to | ||
CF | enlighten. Occasionally I simply get carried away. Forgive my | ||
CF | outburst." He looks up, gazing at the two doctors as if a huge canyon | ||
CF | stood between himself and them. Slowly, the picture fades away. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bulkhead" | ||
CF | The bulkhead is imposing, glowing shadowy blue in the darkness. The | ||
CF | steel door is covered with various warning labels, but has no apparent | ||
CF | handle or other means to open it. There may be more to it, but it's | ||
CF | too dark to make out details. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x labels" | ||
CF | There are half a dozen large, bright stickers on the door, screaming | ||
CF | "BIO-HAZARD" and "DANGER". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x north door" | ||
CF | The door has no apparent handle or latch, but there is a small slot | ||
CF | next to it. The door is securely closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x slot" | ||
CF | The slot appears to accept ID cards to open the door. | ||
CF | | ||
CF | > | Knight_Otu says, "No open path here." | |
DavidW says, "So. back to the junction and south." | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | The darkness in this hall seems to amplify the odd echoes of your | ||
CF | feet on the tile. The only light comes from down the hall to the west; | ||
CF | to the east it is darker still. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Grey light drips in from an octagonal skylight in the ceiling of | ||
CF | this room, making the room look as cold as it feels. To the north, | ||
CF | east, and south, doorways lead into unlit halls. The metal door frame | ||
CF | of the east hall glows faintly with an eerie blue light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | At this point in the long hall, the drab metal walls are interrupted | ||
CF | by an opening on the east side of the passage. You can see light far | ||
CF | back to the north, but only icy darkness to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x opening" | ||
CF | It's just an opening to the east. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | You stumble around in the complete darkness at the end of the hall. | ||
CF | After a few minutes trying to feel the walls, you crack your shin | ||
CF | against something and limp back north. | ||
CF | | ||
CF | South Hall | ||
CF | At this point in the long hall, the drab metal walls are interrupted | ||
CF | by an opening on the east side of the passage. You can see light far | ||
CF | back to the north, but only icy darkness to the south. | ||
CF | | ||
CF | > | Knight_Otu says, "Okay, should have guessed." | |
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Communications Room | ||
CF | Around you, you can sense the shapes of hulking masses: some | ||
CF | harshly angled, some weirdly curved, all faintly outlined by the | ||
CF | half-light from the hall. A motion catches your eye and, coming closer | ||
CF | to it, you see it's the door of a cabinet, swinging slowly back and | ||
CF | forth. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cabinet" | ||
CF | Attached to the wall is a plain metal cabinet, its door hanging open. | ||
CF | There's a large plastic switch in the cabinet. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x switch" | ||
CF | In the box is a single plastic switch marked "POWER." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "switch switch" | ||
CF | You flip the switch and are nearly knocked back, your eyes dazzled, as | ||
CF | fluorescent light floods the room. All through the station you hear | ||
CF | humming and pulsing as machines come to life. In a moment the noises | ||
CF | fade and your eyes adjust. An electronic voice echoes through the | ||
CF | room. "Returned to main power supply from auxiliary power supply. All | ||
CF | station functions returning to normal." | ||
CF | | ||
CF | You are in some sort of communications center. Tall machines, | ||
CF | barnacled with speakers and keyboards, crowd the tight space. The | ||
CF | largest machine in the room stands directly in front of you and bears a | ||
CF | screen covered in flashing figures. On the west wall, next to the door, | ||
CF | the power box hangs open. | ||
CF | | ||
CF | > | Knight_Otu says, "Switch switch and X box. Clearly there need to be more stations that can be played in IF." | |
DavidW asks, "So you want to > play station ?" | ||
Knight_Otu says, "I mean, it would fit right in." | ||
Knight_Otu says (to ClubFloyd), "x machine" | ||
CF | This appears to be the main communications terminal, covered with | ||
CF | buttons and keyboards, and surmounted by a large screen. Attached to | ||
CF | the terminal is a swivel chair for the user. Bright green letters | ||
CF | blink at you from the screen. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x screen" | ||
CF | The screen reads: last message out: PROBLEMS REACHED CRITICAL | ||
CF | LEVEL--COMPLETE EVACUATION ARRANGED--DO NOT ATTEMPT FURTHER CONTACT IN | ||
CF | ANY MANNER--RESEARCH MUST BE CONSIDERED DESTROYED--TELERUS PROJECT | ||
CF | FAILED--PROJECT 'BABEL' FAILED--OUT. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x power box" | ||
CF | Attached to the wall is a plain metal cabinet, its door hanging open. | ||
CF | There's a large plastic switch in the cabinet. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "close it" | ||
CF | The door, its latch broken, won't stay closed. | ||
CF | | ||
CF | > | Knight_Otu says, "I guess we opened a few new paths." | |
Knight_Otu says (to ClubFloyd), "touch screen" | ||
CF | Touching the screen doesn't seem to have any effect. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch bulkhead" | ||
CF | The wind is knocked out of you as your fingers come in contact with the | ||
CF | ice cold steel of the door frame. You hear voices behind you and turn | ||
CF | to see four people taking shape in the hall. Three of them, the man | ||
CF | and woman from the scene in the center room and another, older man, | ||
CF | seem to be greeting the fourth person, a young man with blond hair. | ||
CF | | ||
CF | "We're very glad to welcome you, Dr. Telurien," says the older man, | ||
CF | addressing the newcomer, his tone cordial but uninflected. The sound | ||
CF | is garbled though, and the people flicker in and out, like an old and | ||
CF | deteriorating movie. "You and I have met," he continues, "but I | ||
CF | believe you know our other two colleagues through correspondence alone. | ||
CF | May I introduce, then, Dr. Brett Owen, the station technologist, and | ||
CF | Dr. Alexis Stevansen, our bio-mechanist." | ||
CF | | ||
CF | At this, Dr. Stevansen, the woman you saw in the first vision, steps | ||
CF | quickly forward to shake the young man's hand. "I've taken some | ||
CF | interest in your work, Dr. Telurien. Your hypotheses are very | ||
CF | un-conventional. Not necessarily workable, but still quite | ||
CF | intriguing." Her voice is light and easy, far from the first speaker's | ||
CF | tone. "And, despite Jonas here," she continues, throwing a glance at | ||
CF | the older man, "we're not always this formal. Call me Alexis." | ||
CF | | ||
CF | "Then call me David," replies the young man. You notice he has still | ||
CF | not let go of Alexis' hand. | ||
CF | | ||
CF | Also noticing this, the black haired man--Dr. Owen apparently--quickly | ||
CF | breaks in. As he steps forward to shake David's hand, you notice he | ||
CF | has a slight limp. "I'm guessing Jonas will want to show you your room | ||
CF | and give you a quick de-briefing," he says, his voice soft but clear. | ||
CF | "Then I'll show you around the station. I believe you'll find our | ||
CF | facilities more than adequate and--" | ||
CF | | ||
CF | "Well, I believe that will do for introductions," says Jonas, casually | ||
CF | steamrolling over the quieter scientist. "If you'll follow me I'll | ||
CF | show you your room." He presses a small panel on the wall that you had | ||
CF | previously thought was just a tile, and the northwest door opens. He | ||
CF | goes through the door, with David following obediently. Alexis' eyes | ||
CF | follow him out as the view crackles and fades. | ||
CF | | ||
CF | > | DavidW asks, "a panel on the wall, eh?" | |
Knight_Otu says (to ClubFloyd), "x wall" | ||
CF | The walls are burnished, non-reflective steel. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x panel" | ||
CF | From what you saw in the vision, the panel apparently opens and closes | ||
CF | the door. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "push it" | ||
CF | The door slides open. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bulkhead" | ||
CF | This bulkhead is the largest and most secure door you've seen yet, with | ||
CF | several thick steel bars locking it in place. The door frame seems lit | ||
CF | by an unreal blue light. In the center of the door is a keypad. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x east door" | ||
CF | The door has no apparent handle or latch. Next to it is a card slot. | ||
CF | The door is securely closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Antechamber | ||
CF | This is a small diamond shaped room that provides a transition from | ||
CF | the sharp, metal cold of the hall to the residential quarters beyond. | ||
CF | Southeast and down a step is the entry area of the station, northwest | ||
CF | and up a step are the quarters for the station crew. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x carpet" | ||
CF | The carpet is the color of dead moths and its pile is short, but it's a | ||
CF | luxury you haven't seen anywhere else in the station. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "look under it" | ||
CF | There's nothing under the carpet. | ||
CF | | ||
CF | > | Knight_Otu says, "Aw." | |
Knight_Otu says (to ClubFloyd), "x east door" | ||
CF | The metal door bears a small name plate marked "Dr. Brett Owen". It's | ||
CF | closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x north door" | ||
CF | The metal door bears a small name plate marked "Dr. David Telurien". | ||
CF | It's closed and locked. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x west door" | ||
CF | The metal door bears a small name plate marked "Dr. Jonas Bittern". | ||
CF | It's closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x south door" | ||
CF | The metal door bears a small name plate marked "Dr. Alexis Stevansen". | ||
CF | It's closed and locked. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x northwest arch" | ||
CF | The arch is filled by a simple steel door. It's closed and locked. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x southeast arch" | ||
CF | Through the arched opening, you can see the small antechamber. | ||
CF | | ||
CF | > | DavidW asks, "So two of those doors aren't locked?" | |
Knight_Otu says, "All those locked doors. It's almost like they're private chambers." | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | (Opening the east door) | ||
CF | Brett's Room | ||
CF | This room is a complete wreck; the sheets are torn from the bare | ||
CF | mattress, the bedding thrown on the floor. A dresser and a glass | ||
CF | doored bookcase, its panes shattered, lay on their sides, their | ||
CF | contents flung in wild piles over the floor. You can barely see a path | ||
CF | through the junk to the bathroom door on the north wall or the hall | ||
CF | door to the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x mattress" | ||
CF | The mattress lies on the naked frame, the sheets in disarray all | ||
CF | around; one pillow lies all the way across the room. You also notice, | ||
CF | half hidden by another fallen pillow, an ID card. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get id" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x it" | ||
CF | The plastic card has a magnetic strip on one side and is stamped with | ||
CF | the words "Identification Device: Dr. Brett Owen". | ||
CF | | ||
CF | > | Knight_Otu says, "That may come in handy." | |
DavidW says, "probably yes" | ||
Knight_Otu says (to ClubFloyd), "x dresser" | ||
CF | Like the bookcase, the dresser lays on its side on the floor. Half of | ||
CF | its enamel drawers are hanging out of the casing, the other half are | ||
CF | strewn over the floor. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x drawers" | ||
CF | Like the bookcase, the dresser lays on its side on the floor. Half of | ||
CF | its enamel drawers are hanging out of the casing, the other half are | ||
CF | strewn over the floor. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bookcase" | ||
CF | The bookcase has had its contents thrown about the room, and then was | ||
CF | apparently tipped over, causing the metal to dent and the glass doors | ||
CF | to shatter. You see a spray of fine glass shards around the room from | ||
CF | the fall. Why would anyone do that? | ||
CF | | ||
CF | > | ||
You say (to ClubFloyd), "x junk" | ||
CF | Strewn all over are various objects: pieces of clothing, books | ||
CF | (including a handsome copy of the Bible), papers, sheets from the bed, | ||
CF | etc. Nothing of great interest, but a sure sign that this room has | ||
CF | been very thoroughly searched. | ||
CF | | ||
CF | > | Knight_Otu says, "And yet the searcher missed the id card." | |
DavidW says, "heh" | ||
Knight_Otu says (to ClubFloyd), "get clothing" | ||
CF | You see no reason to burden yourself with the clothing. | ||
CF | | ||
CF | > | ||
You say (to ClubFloyd), "x bible" | ||
CF | The Bible is truly lovely, its leathern cover and gilt edges | ||
CF | immaculate. You notice there is a lengthy index in the back, so you | ||
CF | can FIND any topic. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "find creation" | ||
CF | I don't know the word "creation". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "find disease" | ||
CF | I don't know the word "disease". | ||
CF | | ||
CF | > | DavidW says, "oh c'mon" | |
Knight_Otu says (to ClubFloyd), "find babel" | ||
CF | What do you want to find it in? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "bible" | ||
CF | Here it is, Genesis, 11:4. Babel was a huge tower built to reach the | ||
CF | very heavens. When God saw this, and the power of those building it, | ||
CF | he was angered and destroyed the tower and its makers. Strangely, the | ||
CF | chapter and verse numbers have been circled. | ||
CF | | ||
CF | > | DavidW says, "There ya go." | |
Knight_Otu says, "I mean, yeah, babel, but considering what's happening here, I figured those two may also yield results." | ||
Knight_Otu says (to ClubFloyd), "bi" | ||
CF | I don't know the word "bi". | ||
CF | | ||
CF | > | Knight_Otu says, "opps." | |
Knight_Otu says (to ClubFloyd), "find genesis in bible" | ||
CF | I don't know the word "genesis". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | (Opening the bathroom door) | ||
CF | Bathroom | ||
CF | The bathroom seems quite cramped, despite its almost miniature | ||
CF | shower, basin and toilet. You are mildly disturbed to see the mirror | ||
CF | on the wall is shattered completely. Brett's room is back to the | ||
CF | south. | ||
CF | | ||
CF | > | DavidW says, "mm. I suppose there must be more than one entry, but Babel was the obvious one." | |
Knight_Otu says, "Conveniently shattered mirror." | ||
Knight_Otu says (to ClubFloyd), "x shower" | ||
CF | The tile enclosure is only just large enough for one person. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x basin" | ||
CF | The small basin juts abruptly from the wall under a shattered mirror. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x toilet" | ||
CF | The toilet sits in the corner, empty of water. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "take shower" | ||
CF | You can't have the shower. | ||
CF | | ||
CF | > | DavidW says, "I think the water's turned off anyway." | |
Knight_Otu says, "I guess it is, but I suspect we would need a shower." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Brett's Room | ||
CF | This room is a complete wreck; the sheets are torn from the bare | ||
CF | mattress, the bedding thrown on the floor. A dresser and a glass | ||
CF | doored bookcase, its panes shattered, lay on their sides, their | ||
CF | contents flung in wild piles over the floor. You can barely see a path | ||
CF | through the junk to the bathroom door on the north wall or the hall | ||
CF | door to the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | (Opening the west door) | ||
CF | Jonas' Room | ||
CF | This room conveys the same sense of cleanliness and exactness you've | ||
CF | felt in the rest of the station, despite the soft cream sheets on the | ||
CF | bed and an antique roll-top desk in the corner. Next to the desk are a | ||
CF | simple dresser and a bookshelf. To the south is the bathroom door, and | ||
CF | to the east the round room. | ||
CF | | ||
CF | > | DavidW asks, "It was Jonas on the other side, yes?" | |
Knight_Otu says, "Yeah." | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn) and an ID card. | ||
CF | | ||
CF | > | Knight_Otu says, "Never took that bible I realized." | |
Knight_Otu says (to ClubFloyd), "x desk" | ||
CF | The desk (the only piece of wooden furniture you've seen in the | ||
CF | station) seems to be one mass of drawers and pigeonholes, ranging in | ||
CF | size from folio holders to pencil nooks the size of a dime. Usually | ||
CF | when you imagine a desk like this, it's covered with books and papers | ||
CF | and other instruments of study. This desk however is completely | ||
CF | barren, all its drawers empty, on its surface only a fading green | ||
CF | blotter. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x blotter" | ||
CF | On one corner of the blotter you see the number 29, hastily scribbled | ||
CF | in orange ink. | ||
CF | | ||
CF | > | Knight_Otu says, "29, orange, noted." | |
DavidW says, "Look under the blotter, in case there's a key there." | ||
Knight_Otu says (to ClubFloyd), "look under blotter" | ||
CF | There's nothing under the blotter. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "look under desk" | ||
CF | There's nothing under the roll-top desk. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | You rifle through the drawers, finding nothing. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bed" | ||
CF | The bed is made with military neatness, making even the sheets and | ||
CF | pillows look hard. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x look under it" | ||
CF | I don't understand that sentence. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "look under bed" | ||
CF | There's nothing under the bed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Jonas' Room | ||
CF | This room conveys the same sense of cleanliness and exactness you've | ||
CF | felt in the rest of the station, despite the soft cream sheets on the | ||
CF | bed and an antique roll-top desk in the corner. Next to the desk are a | ||
CF | simple dresser and a bookshelf. To the south is the bathroom door, and | ||
CF | to the east the round room. | ||
CF | | ||
CF | > | DavidW asks, "Dresser?" | |
Knight_Otu says (to ClubFloyd), "x dresser" | ||
CF | The dresser is a simple item made of three, wide, white enameled | ||
CF | drawers, its sides scratched revealing streaks of metal under the | ||
CF | enamel. The drawers are closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | You slide open one of the drawers. There's nothing of importance in | ||
CF | the dresser, only a few pieces of clothing. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get clothing" | ||
CF | You see no reason to burden yourself with the clothing. | ||
CF | | ||
CF | > | DavidW says, "but baby it's cold outside" | |
Knight_Otu asks, "May I remind you we're cold, running in a simple gown, game?" | ||
Knight_Otu says (to ClubFloyd), "x bookshelf" | ||
CF | Like the dresser, the bookshelf is made of clean enameled metal, but | ||
CF | covering its shelves are sliding glass doors, which are now shut. All | ||
CF | five of the shelves are completely empty. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | The doors appear to be locked. | ||
CF | | ||
CF | > | Knight_Otu says, "Hm." | |
DavidW asks (of Skeet), "You forget All In The Family, then?" | ||
DavidW says, "ilac" | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | (Opening the bathroom door) | ||
CF | Bathroom | ||
CF | Sparse and functional, the bathroom sports a small shower, sink, and | ||
CF | toilet. The only other furnishing is a shattered mirror above the white | ||
CF | basin. Jonas' room is to the north. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x mirror" | ||
CF | The glass is covered with cracks, making it impossible to see your | ||
CF | reflection. Looking closely, you see dried blood on the edges of some | ||
CF | of the cracks. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x blood" | ||
CF | The white gown is covered in a number of dark brown stains, just | ||
CF | slightly sticky to the touch. | ||
CF | | ||
CF | > | Knight_Otu says, "Not quite the blood I meant. But okay." | |
Knight_Otu says, "Still don't know which of these people we are, if any of them." | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Jonas' Room | ||
CF | This room conveys the same sense of cleanliness and exactness you've | ||
CF | felt in the rest of the station, despite the soft cream sheets on the | ||
CF | bed and an antique roll-top desk in the corner. Next to the desk are a | ||
CF | simple dresser and a bookshelf. To the south is the bathroom door, and | ||
CF | to the east the round room. | ||
CF | | ||
CF | > | DavidW says (to Knight), "All will be explained eventually." | |
Knight_Otu says, "Oh, I'm sure it will." | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Brett's Room | ||
CF | This room is a complete wreck; the sheets are torn from the bare | ||
CF | mattress, the bedding thrown on the floor. A dresser and a glass | ||
CF | doored bookcase, its panes shattered, lay on their sides, their | ||
CF | contents flung in wild piles over the floor. You can barely see a path | ||
CF | through the junk to the bathroom door on the north wall or the hall | ||
CF | door to the west. | ||
CF | | ||
CF | > | DavidW asks, "I think there was a way northwest from the center of residential?" | |
Knight_Otu says (to ClubFloyd), "get bible" | ||
CF | Taken. | ||
CF | | ||
CF | > | Knight_Otu asks, "Wasn't that locked?" | |
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Low." | ||
CF | | ||
CF | > | Knight_Otu says, "That is troubling." | |
DavidW says, "I think it's just an arch." | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | You'll have to open the northwest door first. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open northwest door" | ||
CF | It's locked. | ||
CF | | ||
CF | > | DavidW asks, "Does it need the id card?" | |
Knight_Otu says (to ClubFloyd), "x it" | ||
CF | The arch is filled by a simple steel door. It's closed and locked. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "unlock it with id" | ||
CF | I don't know how to unlock anything with the ID card. | ||
CF | | ||
CF | > | DavidW says, "oh. Probably wants a normal key, then." | |
Knight_Otu says, "Seems likely. I am worried about that power message though." | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Antechamber | ||
CF | This is a small diamond shaped room that provides a transition from | ||
CF | the sharp, metal cold of the hall to the residential quarters beyond. | ||
CF | Southeast and down a step is the entry area of the station, northwest | ||
CF | and up a step are the quarters for the station crew. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | DavidW says, "Okay. Try going back to that bulkhead down one east hall or enter a room with a card slot." | |
Knight_Otu says (to ClubFloyd), "x east door" | ||
CF | The door has no apparent handle or latch. Next to it is a card slot. | ||
CF | The door is securely closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it with id" | ||
CF | I don't know how to open the east door. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put id in slot" | ||
CF | The door slides open and you remove the card. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Records I | ||
CF | The only furnishings of this tall, bright room are a steel ledge | ||
CF | which runs around the room at waist height and apparently serves as a | ||
CF | work space, three chairs that slide along a circular track in front of | ||
CF | the ledge, and a large, friendly looking screen in the north wall. Set | ||
CF | into the ledge are a number of keyboards and simple printing machines. | ||
CF | The only exit is a steel door to the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x screen" | ||
CF | The screen reads: Hello. My name is HOSEA; I am the data | ||
CF | storage/retrieval device for the Babel Project. To retrieve data, | ||
CF | simply ask me about a topic. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about babel" | ||
CF | The screen reads: Babel Project: Station constructed by the | ||
CF | Administrative Agency for the development of biological | ||
CF | experimentation, for the purpose of bettering mankind. Station is | ||
CF | manned by four scientists, who will stay in residence, with provisions | ||
CF | air-dropped monthly. Station is subdivided into a residential area, a | ||
CF | lab hall, and a specimen gallery. | ||
CF | | ||
CF | > | DavidW says, "ok, I'd look up HOSEA in the bible at this point too." | |
Knight_Otu says (to ClubFloyd), "look up hosea in bible" | ||
CF | Hosea was an Old Testament prophet, espousing the coming of doom to the | ||
CF | land. One passage has been underlined: "They have dealt treacherously | ||
CF | against the Lord: for they have begotten strange children: now shall | ||
CF | a month devour them with their portions." | ||
CF | | ||
CF | > | DavidW asks, "Also, that first vision mentioned a Jabberwocky?" | |
Knight_Otu says, "Yeah, was about to check that." | ||
Knight_Otu says (to ClubFloyd), "ask screen about jabberwocky" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about jabberwock" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about david" | ||
CF | The screen reads: Dr. David Telurien: Research scientist for Babel | ||
CF | Project. Most recent member of the staff, replacing Dr. Brian Thorne. | ||
CF | No specialization. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about jonas" | ||
CF | The screen reads: Dr. Jonas Bittern: Senior research scientist for | ||
CF | the Babel Project. Specialization in data analysis and viral biology. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about brian" | ||
CF | The screen reads: Dr. Brian Thorne: Now deceased. Previously, a | ||
CF | research scientist for the Babel Project. Specialization in genetic | ||
CF | manipulation. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about alexis" | ||
CF | The screen reads: Dr. Alexis Stevansen: Research scientist for the | ||
CF | Babel Project. Specialization in biological mechanization. | ||
CF | | ||
CF | > | DavidW asks, "Brian died, huh? Not gonna tell us how?" | |
Karona asks, "Won't we find out?" | ||
Knight_Otu says (to ClubFloyd), "ask screen about brett" | ||
CF | The screen reads: Dr. Brett Owen: Research scientist and station | ||
CF | designer for the Babel Project. Technical specialization. | ||
CF | | ||
CF | > | DavidW says, "oh, you'll find out, yes." | |
Knight_Otu says (to ClubFloyd), "ask screen about me" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | Knight_Otu says, "Not that easy, I guess." | |
Knight_Otu says (to ClubFloyd), "ask screen about evacuation" | ||
CF | I don't know the word "evacuation". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about lockdown" | ||
CF | I don't know the word "lockdown". | ||
CF | | ||
CF | > | DavidW asks, "The comm screen mentioned something. Telurion, was it?" | |
Knight_Otu says, "Telerus." | ||
DavidW says, "oh, ok" | ||
Knight_Otu says (to ClubFloyd), "ask screen about telerus" | ||
CF | The screen reads: Telerus: Toxicology 4885. Symbiotic toxin that | ||
CF | increases the body's electric receivers and deciphers, thereby | ||
CF | enhancing latent tellurgic abilities. Within days after infection with | ||
CF | the toxin, a human can see and hear short, emotionally charged episodes | ||
CF | that occurred in the past by touching an object nearby that has been | ||
CF | "imprinted" with the scene. Still in highly experimental stages. | ||
CF | | ||
CF | > | Knight_Otu says, "Scrolled back to find it." | |
Knight_Otu says, "Well, that describes us I guess." | ||
DavidW says, "oh hey. That must be why the visions. We got some of that telerus in us." | ||
Knight_Otu says (to ClubFloyd), "ask screen about toxins" | ||
CF | The screen reads: Toxins: Any compound which forms a poison in the | ||
CF | human body. These include instantly fatal mixtures, such as the | ||
CF | Jabberwocky and Optium toxins, and more subtle, symbiotic toxins which | ||
CF | may produce beneficial side effects, notably, the Telerus toxin. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask screen about optium" | ||
CF | The screen reads: Optium Toxin: Liquid base toxin, causes instant | ||
CF | cessation of brain activity upon consuption. | ||
CF | | ||
CF | > | Knight_Otu says, "Ouch." | |
DavidW says, "ok, stay away from Optium." | ||
Knight_Otu says (to ClubFloyd), "ask screen about jabberwocky" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | Knight_Otu says, "Hm, it's suspicious that there's no info on the jabberwocky toxin." | |
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | DavidW says, "I don't know of anything else to ask Hosea about just yet." | |
Knight_Otu says, "Yeah." | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x walls" | ||
CF | The walls are burnished, non-reflective steel. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x beacon" | ||
CF | The whirling red light seems to be a fairly obvious warning regarding | ||
CF | whatever is behind this door. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put id in slor" | ||
CF | I don't know the word "slor". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "oops slot" | ||
CF | The door slides open and you remove the card. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Records III | ||
CF | High white walls enclose this space. Around the room is a metal | ||
CF | ledge, conveniently set with scanning, typing, and printing equipment | ||
CF | for entering data. Three chairs face the ledge. The room is dominated | ||
CF | by a large screen on the north wall. To the south is the door out into | ||
CF | the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x screen" | ||
CF | The screen reads: Hello. My name is HOSEA; I am the data | ||
CF | storage/retrieval device for the Babel Project. To retrieve data, | ||
CF | simply ask me about a topic. | ||
CF | | ||
CF | > | DavidW says, "Same as Records I but with more places to sit." | |
Knight_Otu says, "I guess so." | ||
Knight_Otu says (to ClubFloyd), "ask hosea about jabberwocky" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | DavidW says, "And Records II must be around here somewhere." | |
Knight_Otu says, "Yeah." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | North Hall | ||
CF | This is the middle of a silent hall that continues to the north and | ||
CF | south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | North End | ||
CF | White light glares off steel and sanitary white tile at the end of | ||
CF | this hall. To the west is a door with a small slot next to it, | ||
CF | probably used for a card key of some kind. To the north is another | ||
CF | door, with an odd object connected between the handle and the door | ||
CF | frame. The northeast corner is filled with an imposing bulkhead | ||
CF | covered with various bio-hazard labels. The hall continues to the | ||
CF | south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x north door" | ||
CF | The door is a plain metal hatch, slightly cold to the touch, and locked | ||
CF | with an odd device. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x device" | ||
CF | The device appears to be some sort of combination lock, covered with | ||
CF | oddly shaped, off-color buttons. You have no idea how to unlock it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put id in slot" | ||
CF | The door slides open and you remove the card. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Records II | ||
CF | This small, high ceilinged room contains a c-shaped ledge that juts | ||
CF | from the wall and is set with various data entry devices and covered | ||
CF | with papers. Three chairs are set in front of the ledge for people | ||
CF | working here. Set in the south wall, above the ledge, is a wide | ||
CF | screen, and, directly beneath it, under the ledge, is a small safe. | ||
CF | The only way out is a door to the east. | ||
CF | | ||
CF | > | Knight_Otu says, "There it is." | |
DavidW says, "oh. A safe." | ||
Knight_Otu says (to ClubFloyd), "x safe" | ||
CF | The small safe looks very sturdy and wears a red dial on its door, | ||
CF | which is currently closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x dial" | ||
CF | The red dial can be turned to settings numbered from 1 to 100. It's | ||
CF | currently set to 1. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "set dial to 29" | ||
CF | Okay, it's now turned to 29. The door pops open. Sitting on a glowing | ||
CF | shelf in the safe is a metal key. | ||
CF | | ||
CF | > | DavidW says, "Okay, there was the blotter number and the numbers in the bible." | |
DavidW says, "oh. blotter number." | ||
Knight_Otu says (to ClubFloyd), "x shelf" | ||
CF | In the safe is a thin metal shelf that divides it into upper and lower | ||
CF | sections. The shelf is faintly glowing blue. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch it" | ||
CF | The shock that pricks your fingers as you touch the shelf is slight, | ||
CF | but sharp. Jonas and Alexis resolve into the room with you, and you | ||
CF | sense immediately that this scene is the clearest of all the visions | ||
CF | you've seen so far. As Jonas closes the safe and spins the dial, his | ||
CF | eyes look directly at you for a moment. The grey spheres tremble with | ||
CF | fear. But his voice is strong and authoritative as he turns back to | ||
CF | Alexis. "There," he says. "I think I have everything ready; the doors | ||
CF | are shut and the water's turned off. You go out to the courtyard now, | ||
CF | the helicopter is ready. I'll send out one last message, turn off the | ||
CF | power, and set the lock when I come out." | ||
CF | | ||
CF | "But what about--" | ||
CF | | ||
CF | "No, this is the only way. It's too late now, the damage has been | ||
CF | done. We must escape--and I do not use that word lightly--and we must | ||
CF | do it now. I wish I had had the foresight to stop this while I still | ||
CF | could, but the danger now is too great. Our only option is to seal off | ||
CF | the Babel project and do our best to forget it ever happened." Alexis | ||
CF | makes no reply, only stands in the doorway, her eyes meeting Jonas' | ||
CF | glare. Silence squeezes the room, until finally Jonas whispers, "There | ||
CF | are two devils loose now. Blame me if you like, but GO!" His scream | ||
CF | slaps Alexis and she runs out. The sound of sobbing follows her and | ||
CF | the image fades. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get key" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x it" | ||
CF | It's a regular key marked "RESIDENTIAL MASTER". | ||
CF | | ||
CF | > | DavidW says, "Probably that was the most recent visioh" | |
Knight_Otu says, "Well." | ||
Knight_Otu says, "Yeah." | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | North End | ||
CF | White light glares off steel and sanitary white tile at the end of | ||
CF | this hall. To the west is a door with a small slot next to it, | ||
CF | probably used for a card key of some kind. To the north is another | ||
CF | door, with an odd object connected between the handle and the door | ||
CF | frame. The northeast corner is filled with an imposing bulkhead | ||
CF | covered with various bio-hazard labels. The hall continues to the | ||
CF | south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bulkhead" | ||
CF | The bulkhead is made of heavy steel and covered with warning stickers. | ||
CF | It is closed tight. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | North Hall | ||
CF | This is the middle of a silent hall that continues to the north and | ||
CF | south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Antechamber | ||
CF | This is a small diamond shaped room that provides a transition from | ||
CF | the sharp, metal cold of the hall to the residential quarters beyond. | ||
CF | Southeast and down a step is the entry area of the station, northwest | ||
CF | and up a step are the quarters for the station crew. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "unlock north door with key" | ||
CF | Unlocked. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | (Opening the north door) | ||
CF | David's Room | ||
CF | There is something off-center and deeply disturbing about this small | ||
CF | space. While the dresser, bed, table and bookshelf that comprise the | ||
CF | only furnishings of the room are normal enough (rather featureless in | ||
CF | fact), certain details are amiss. The thick glass doors on the | ||
CF | bookshelf are cracked and shattered in places, the sheets of the bed | ||
CF | are in terrible disarray, and, easily most disturbing, a thin trail of | ||
CF | blood leads across the carpet from the bathroom door to the east out | ||
CF | the south door. You also notice the table glows with an unearthly | ||
CF | light. | ||
CF | | ||
CF | > | DavidW says, "So we should be able to unlock Alexis's door, David's door, and the northwest door." | |
Knight_Otu nods. | ||
Knight_Otu says (to ClubFloyd), "touch table" | ||
CF | You touch the surface and a "ghost" image of David appears sitting on | ||
CF | the table, right next to your hand. Across the room, Jonas is pacing | ||
CF | and talking, but the image quality is terrible and you can only just | ||
CF | make out the conversation. | ||
CF | | ||
CF | "It should be clear," intones Jonas, "that our work here is of the most | ||
CF | confidential nature. While we are working for their benefit, the | ||
CF | general populace are a superstitious and ignorant lot, easily given | ||
CF | over to panic. For these reasons, whatever discoveries we make here, | ||
CF | if and when they are revealed to the masses, must be camouflaged in | ||
CF | such a way as to give no hint that we created them. It was here that | ||
CF | the cancer vaccine and the first viable organic fuel were formulated. | ||
CF | Yet you will never hear our name mentioned. This is the most thankless | ||
CF | of jobs, David, its only reward being the knowledge that our works are | ||
CF | helping the world." Here he pauses and then continues with more force | ||
CF | than is natural in his tone. "But the greatest prize working here | ||
CF | comes from the work itself, from plunging headlong into the unbridled | ||
CF | pursuit of truth, letting nothing stand in our way. You are brilliant, | ||
CF | David; only the sharpest minds in the world have the ability to be one | ||
CF | of the four here. But that's not all it takes. It takes an unselfish, | ||
CF | even un-worldly dedication to the works of science. Perhaps this | ||
CF | sounds harsh, but one working here would do well to consider his very | ||
CF | life forfeit should it come to a choice between health and science." | ||
CF | Jonas turns to face David, who sits, mesmerized by the speech. | ||
CF | | ||
CF | "I believe I understand," he whispers, his voice muffled by the static | ||
CF | of the vision. He looks directly at Jonas, almost as one in a trance. | ||
CF | "I will not disappoint you, sir. I came here for love of science, and | ||
CF | I shall do whatever it may ask of me." Jonas smiles and nods, almost | ||
CF | fatherly in his attitude toward the younger scientist. | ||
CF | | ||
CF | "As I'm sure it will come up," says Jonas after a brief pause, "there | ||
CF | is one more issue to deal with. You should be made aware of the | ||
CF | circumstances surrounding the death of your predecessor here, Dr. Brian | ||
CF | Thorne. As you may have heard, the good doctor did die while working | ||
CF | here, and his death was not of natural causes." Jonas slows here, | ||
CF | judging his words carefully. "We work in miracles here, David, and | ||
CF | occasionally a mind, no matter how brilliant, is too narrow to accept | ||
CF | these wonders. Dr. Thorne was a conservative man in the realm of the | ||
CF | fantastic, and his mind suffered. In the end, assuredly mad, he leapt | ||
CF | from the top balcony of the specimen gallery to the floor below, and to | ||
CF | his death." Jonas pauses here, the obligatory sign of respect. "And | ||
CF | now that that skeleton is out of the closet as it were, I believe we've | ||
CF | covered everything. If you would be so kind as to..." They continue | ||
CF | the conversation, but it is enveloped by the increasing static, and | ||
CF | eventually fades out altogether. | ||
CF | | ||
CF | > | ||
Knight_Otu says, "Hrm." | ||
Knight_Otu says, "We should probably note for Jacq that a warning label needs to be added to the transcript." | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | David's Room | ||
CF | There is something off-center and deeply disturbing about this small | ||
CF | space. While the dresser, bed, table and bookshelf that comprise the | ||
CF | only furnishings of the room are normal enough (rather featureless in | ||
CF | fact), certain details are amiss. The thick glass doors on the | ||
CF | bookshelf are cracked and shattered in places, the sheets of the bed | ||
CF | are in terrible disarray, and, easily most disturbing, a thin trail of | ||
CF | blood leads across the carpet from the bathroom door to the east out | ||
CF | the south door. You also notice the table glows with an unearthly | ||
CF | light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bed" | ||
CF | The sheets of the bed, while clean, are totally in disorder, knotted | ||
CF | and torn, making a lumpy pile in the center of the wrinkled mattress. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x table" | ||
CF | The table top is completely bare, its surface tinted by a blue glow. | ||
CF | | ||
CF | > | Karona exclaims, "Good thinking, Knight!" | |
Knight_Otu says (to ClubFloyd), "x dresser" | ||
CF | The dresser is a simple item made of three, wide, white enameled | ||
CF | drawers, its sides scratched revealing streaks of metal under the | ||
CF | enamel. The drawers are closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | You slide open one of the drawers. There's nothing of importance in | ||
CF | the dresser, only a few pieces of clothing. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get clothing" | ||
CF | You see no reason to burden yourself with the clothing. | ||
CF | | ||
CF | > | DavidW asks, "There's a blood trail, too, yes?" | |
Knight_Otu says, "I will keep trying, for I see reason to burden." | ||
Knight_Otu says, "Yes." | ||
Knight_Otu says (to ClubFloyd), "x bookshelf" | ||
CF | The metal bookcase stands in a moat of tiny sparks of glass which | ||
CF | presumably came from the cracked glass doors of the case. Behind the | ||
CF | spiderwebs in the glass, the shelves stand bare and swept clean. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x trail" | ||
CF | The line of blood, faint and thin, looks like a wound in the carpet. | ||
CF | There's not much blood, and the injured person appears to have stopped | ||
CF | bleeding about the time he or she got to the door to the round room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | You'll have to open the bathroom door first. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open bathroom" | ||
CF | You attempt to open the door, but find it stuck fast. Looking closer, | ||
CF | you see that the door has been slammed shut so violently that it has | ||
CF | become embedded in the dented steel of the door frame. You wonder at | ||
CF | the inhuman strength that could have done this. | ||
CF | | ||
CF | > | Knight_Otu says, "Hm." | |
DavidW asks, "Crowbar?" | ||
Knight_Otu says, "We haven't seen one yet I think." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | You'll have to open the south door first. | ||
CF | | ||
CF | > | DavidW says, "no, but looks like a job for one." | |
Knight_Otu says (to ClubFloyd), "unlock south door with key" | ||
CF | Unlocked. | ||
CF | | ||
CF | > | Knight_Otu says, "That it does." | |
Knight_Otu says (to ClubFloyd), "s" | ||
CF | (Opening the south door) | ||
CF | Alexis' Room | ||
CF | This appears to be a real "room," that is, it feels almost like | ||
CF | home, despite its spare furnishings. The nondescript furniture--a | ||
CF | metal desk, a bookcase, a dresser and a short bed--through the most | ||
CF | subtle alterations, give the room a warm feeling. Everything from the | ||
CF | fading smell of lilacs, to the small, glowing bud vase on the table, | ||
CF | speak of an occupant determined to make a home in this sterile | ||
CF | building. The bathroom door is to the west and a second door to the | ||
CF | north leads out. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x vase" | ||
CF | The vase contains a handful of bright flowers, common to most people, | ||
CF | but no doubt a treasure in this place. The crystal facets of the vase | ||
CF | shimmer with blue, internal light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch it" | ||
CF | As your fingers touch the crystal, you hear the voices of David and | ||
CF | Alexis behind you, but the sound fades in and out. You turn and see | ||
CF | them lounging on the bed, the air of tension and discipline you've | ||
CF | sensed in the other scenes completely absent here. | ||
CF | | ||
CF | "You know, I think Jonas would kill us if he found out I was here," | ||
CF | says David, his grin slow and contented. | ||
CF | | ||
CF | "Look at us," laughs Alexis, "Acting like two frightened teenagers." | ||
CF | | ||
CF | "With the girl's father in the next room," finishes David, as he gently | ||
CF | tickles Alexis. She giggles like a child, and her bright eyes seem to | ||
CF | want to speak. Slowly though, you can see her realize that words would | ||
CF | be out of place here. Closer now, they look at one another. The | ||
CF | tickling hands embrace. A rose blooms in the arctic and the image, | ||
CF | already vague and flickering, fades out entirely. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x flowers" | ||
CF | The flowers, though starting to wilt, are still cheery and convey a | ||
CF | sense of tenderness in their simple beauty. | ||
CF | | ||
CF | > | Roger says, "It's sort of interesting how this essentially became a whole genre or sub-genre of games" | |
Knight_Otu says (to ClubFloyd), "x dresser" | ||
CF | The dresser is a simple item made of three, wide, white enameled | ||
CF | drawers, its sides scratched revealing streaks of metal under the | ||
CF | enamel. The drawers are closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | You slide open one of the drawers. In the dresser are some clothes and | ||
CF | a sketch book. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get clothes" | ||
CF | You see no reason to burden yourself with the clothing. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x book" | ||
CF | Which book do you mean, the books, or the sketch book? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "sketch" | ||
CF | The pad is filled with sketches, all of them pleasant, though certainly | ||
CF | made by an untrained artist. Flipping through the book, you see a | ||
CF | large number of the drawings are of David. | ||
CF | | ||
CF | > | Karona asks, "Oh? Which games owe their existence to this one?" | |
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Alexis' Room | ||
CF | This appears to be a real "room," that is, it feels almost like | ||
CF | home, despite its spare furnishings. The nondescript furniture--a | ||
CF | metal desk, a bookcase, a dresser and a short bed--through the most | ||
CF | subtle alterations, give the room a warm feeling. Everything from the | ||
CF | fading smell of lilacs, to the small, glowing bud vase on the table, | ||
CF | speak of an occupant determined to make a home in this sterile | ||
CF | building. The bathroom door is to the west and a second door to the | ||
CF | north leads out. | ||
CF | The dresser seems to contain a sketch book. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bookshelf" | ||
CF | Made of unmarked metal, the bookshelf still adds a new dimension of | ||
CF | decoration to this room, for its wide shelves, protected by locked | ||
CF | glass panels, are filled with all manner of books. At least a hundred | ||
CF | volumes are stacked haphazardly and double deep in the case, along with | ||
CF | loose papers and notepads. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | The doors appear to be locked. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bed" | ||
CF | Though you can't say exactly why, like the rest of the furnishings, | ||
CF | even this simple bed seems to show a woman's influence. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x table" | ||
CF | Like the dresser, the table is made of enameled metal. However, the | ||
CF | bleak surface is almost magically transformed by the presence of few | ||
CF | bright flowers in a small crystal vase on the tabletop. Upon close | ||
CF | inspection, you see the vase glows with a faint blue light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "look in vase" | ||
CF | The vase contains a handful of bright flowers, common to most people, | ||
CF | but no doubt a treasure in this place. The crystal facets of the vase | ||
CF | shimmer with blue, internal light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | (Opening the bathroom door) | ||
CF | Bathroom | ||
CF | The bathroom is as cold and functional as the rest of the station, | ||
CF | its white angles deformed in the reflection of a shattered mirror above | ||
CF | the sink. To the east is Alexis' room. | ||
CF | | ||
CF | > | Knight_Otu says, "Again with the shattered mirror." | |
Knight_Otu says (to ClubFloyd), "x mirror" | ||
CF | The glass is covered with cracks, making it impossible to see your | ||
CF | reflection. Looking closely, you see dried blood on the edges of some | ||
CF | of the cracks. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Alexis' Room | ||
CF | This appears to be a real "room," that is, it feels almost like | ||
CF | home, despite its spare furnishings. The nondescript furniture--a | ||
CF | metal desk, a bookcase, a dresser and a short bed--through the most | ||
CF | subtle alterations, give the room a warm feeling. Everything from the | ||
CF | fading smell of lilacs, to the small, glowing bud vase on the table, | ||
CF | speak of an occupant determined to make a home in this sterile | ||
CF | building. The bathroom door is to the west and a second door to the | ||
CF | north leads out. | ||
CF | The dresser seems to contain a sketch book. | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Low." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get sketch book" | ||
CF | Taken. | ||
CF | | ||
CF | > | Knight_Otu says, "(Are we on a timer?)" | |
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "unlock northwest with key" | ||
CF | Unlocked. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | (Opening the northwest door) | ||
CF | Dining Room | ||
CF | This sizable octagonal chamber is the dining/meeting room of the | ||
CF | residential section. In one corner, a counter (which is glowing oddly) | ||
CF | and a few appliances and cabinets designate the kitchenette. The only | ||
CF | other fixture in the room is a metal table with four chairs, which | ||
CF | seems dwarfed and isolated in the middle of the floor. An arch in the | ||
CF | southeast wall leads to the round room and another door by the | ||
CF | kitchenette in the southwest wall leads to a storage area. | ||
CF | You see a calendar here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x calendar" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x pencil" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "read it" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get it" | ||
CF | Looking at the calendar, you are suddenly seized by an odd urge. You | ||
CF | grab the pencil hanging from the binding and start making notes. | ||
CF | Before realizing what you've done, you have marked the dates on which | ||
CF | occurred all of the images you've seen (though how you know the dates | ||
CF | baffles you). You make a mental note to continue recording the dates | ||
CF | in this manner, thereby creating a chronology of what you've seen. | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x calendar" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. Written on | ||
CF | the calendar you see the following notes: | ||
CF | | ||
CF | March 7, Entry, David arrives at Babel station. | ||
CF | March 7, David's Room, Jonas explains station to David. | ||
CF | March 20, Alexis' Room, David jokes with Alexis. | ||
CF | March 30, East End, Brett, David and Alexis discuss fear. | ||
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. | ||
CF | April 25, Records II, Jonas and Alexis get ready to escape. | ||
CF | | ||
CF | > | DavidW says, "that's clever" | |
Knight_Otu says, "Interesting." | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Dining Room | ||
CF | This sizable octagonal chamber is the dining/meeting room of the | ||
CF | residential section. In one corner, a counter (which is glowing oddly) | ||
CF | and a few appliances and cabinets designate the kitchenette. The only | ||
CF | other fixture in the room is a metal table with four chairs, which | ||
CF | seems dwarfed and isolated in the middle of the floor. An arch in the | ||
CF | southeast wall leads to the round room and another door by the | ||
CF | kitchenette in the southwest wall leads to a storage area. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x counter" | ||
CF | The metal counter, now glowing with a strange light, separates a small | ||
CF | area (the kitchenette) from the rest of the room. On the counter are a | ||
CF | few appliances. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x appliances" | ||
CF | Seeing the few appliances, you realize what a totally isolated, monkish | ||
CF | life one would live here. Eating only the simplest rations, seeing | ||
CF | only three faces besides your own, devoting your entire existence to | ||
CF | science, here in this icy structure. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch counter" | ||
CF | There is a brief flash of blue-white light, the sharp tingle you've | ||
CF | grown accustomed to, and the image appears. Brett slumps in one of the | ||
CF | kitchen chairs while Jonas, on his knees, examines his leg. The pant | ||
CF | leg has been cut away, revealing a prosthetic limb in place of the | ||
CF | doctor's left leg. The artificial appendage is damaged, steel pins | ||
CF | sticking out from the knee. Jonas carefully begins to repair the leg | ||
CF | using a set of disturbingly precise tools. Alexis paces over the room, | ||
CF | rubbing her palms, not looking at the other two. | ||
CF | | ||
CF | "I couldn't believe it," Brett says, his eyes closed, in exhaustion | ||
CF | more than pain. "He just slipped in behind me, grabbed the vial, threw | ||
CF | it down, and ran. I made that toxin, I know what it can do..." | ||
CF | | ||
CF | "Obviously," states Jonas, his eyes never leaving his work, "the mental | ||
CF | deterioration is much faster than we presumed. To attack with such | ||
CF | deadly means, and unprovoked--" | ||
CF | | ||
CF | "Unprovoked?!" Alexis stops short, glaring at Jonas. "You refused to | ||
CF | administer the anti-toxin. What further provocation does he need? If | ||
CF | you hadn't--" | ||
CF | | ||
CF | "Oh, it's my fault is it? Really?" Jonas' sarcasm turns the air sour | ||
CF | and he slowly stands to stare at Alexis, ignoring his patient. "Dr. | ||
CF | Stevansen, you were in charge of seeing that the creature--" He pauses | ||
CF | momentarily as Alexis gasps in indignation. "Yes, I believe creature | ||
CF | would be the correct term at the moment. You were in charge of making | ||
CF | sure it was confined." | ||
CF | | ||
CF | "And I did, against every natural impulse I had." | ||
CF | | ||
CF | "Then how did it get out?" The pause is expectant, hard. | ||
CF | | ||
CF | "It is possible that I did not check the lock when I brought him his | ||
CF | last meal." Alexis' tone in this confession is flat, her face | ||
CF | betraying nothing. | ||
CF | | ||
CF | Brett breaks the silence, sensing violence in the air. "There's no | ||
CF | point wasting time arguing about that." Unable to stand with his | ||
CF | damaged leg, he sits straighter in his chair, trying, unsuccessfully, | ||
CF | to be commanding. "We don't know how secure the seal around the viral | ||
CF | gallery is, so we've got to act quickly to nullify the Jabberwocky | ||
CF | toxin, then locate whatever is out there--because it really isn't him | ||
CF | anymore--and administer the anti-toxin as soon--" | ||
CF | | ||
CF | "We will do no such thing. I have orders to allow the test to run full | ||
CF | cycle, and this incident will not stop that." Both Alexis and Brett | ||
CF | stare at Jonas, shocked. Violently, Brett reaches up and grabs the | ||
CF | older man's arm. | ||
CF | | ||
CF | "Listen, Jonas," he half whispers, pulling him down, "You're crazy. | ||
CF | There is a fatal toxin in this building, and a homicidal... thing | ||
CF | roaming the halls. We will all DIE if you insist on this insane | ||
CF | course." | ||
CF | | ||
CF | "We will not die, you idiot," says Jonas, pushing Brett's hands away | ||
CF | from him. "We are capable of dealing with this crisis, without | ||
CF | breaching the integrity of the experiment. If you will listen now..." | ||
CF | But it is obvious that Brett is not listening. Instead, staring at | ||
CF | Jonas in something like horror, he is slowly staggering out of the | ||
CF | room, having obvious difficulty with his still damaged leg, unable to | ||
CF | fully stand. | ||
CF | | ||
CF | "God have mercy on you," he mumbles as he backs away, his tall frame | ||
CF | now reduced to that of a shuffling hunchback. "God have mercy on your | ||
CF | poor, twisted soul..." As he stumbles out the door, the image fades | ||
CF | away. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
Knight_Otu goes home. | ||
CF | You have a gown (being worn), an ID card, a bible, a metal key, a | ||
CF | sketch book, and a calendar. | ||
CF | | ||
CF | > | ||
Knight_Otu has arrived. | Knight_Otu says, "Sorry, had a disconnect." | |
DavidW says, "so not just me today. :)" | ||
DavidW asks, "So where next?" | ||
Knight_Otu says (to ClubFloyd), "x calendar" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. Written on | ||
CF | the calendar you see the following notes: | ||
CF | | ||
CF | March 7, Entry, David arrives at Babel station. | ||
CF | March 7, David's Room, Jonas explains station to David. | ||
CF | March 20, Alexis' Room, David jokes with Alexis. | ||
CF | March 30, East End, Brett, David and Alexis discuss fear. | ||
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. | ||
CF | April 24, Dining Room, Jonas insists on finishing the experiment. | ||
CF | April 25, Records II, Jonas and Alexis get ready to escape. | ||
CF | | ||
CF | > | Knight_Otu says, "Did a quick recap." | |
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Dining Room | ||
CF | This sizable octagonal chamber is the dining/meeting room of the | ||
CF | residential section. In one corner, a counter (which is glowing oddly) | ||
CF | and a few appliances and cabinets designate the kitchenette. The only | ||
CF | other fixture in the room is a metal table with four chairs, which | ||
CF | seems dwarfed and isolated in the middle of the floor. An arch in the | ||
CF | southeast wall leads to the round room and another door by the | ||
CF | kitchenette in the southwest wall leads to a storage area. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cabinets" | ||
CF | Two plain metal cabinets are under the counter. | ||
CF | | ||
CF | > | DavidW asks, "You haven't done the storage area yet?" | |
Knight_Otu says (to ClubFloyd), "open them" | ||
CF | cabinets: The cabinets are open, and contain a few cups, plates and | ||
CF | utensils. | ||
CF | | ||
CF | > | Knight_Otu says, "Yeah." | |
Knight_Otu says (to ClubFloyd), "x table" | ||
CF | It's a square metal table, with a chair set on each side. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "sw" | ||
CF | Residential Storage | ||
CF | The storage area is a tiny rectangle, illuminated by one flickering | ||
CF | panel light. A filter in the ceiling blows in chilly, damp air, which | ||
CF | forms a slimy layer on your bare skin. Rudimentary metal shelves, some | ||
CF | showing signs of rust, line the walls, covered with canned goods and | ||
CF | sealed containers of food. Nothing perishable, and certainly nothing | ||
CF | exceptional. In the northeast corner is the door, opposite which is a | ||
CF | pegboard for hanging tools. The board is glowing faint blue. You also | ||
CF | note one segment of shelves has collapsed, its contents lying on the | ||
CF | floor. | ||
CF | The pegboard seems to contain a screwdriver. | ||
CF | | ||
CF | > | DavidW says, "no crowbar" | |
Knight_Otu says (to ClubFloyd), "x screwdriver" | ||
CF | This is a common flathead screwdriver. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get it" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x filter" | ||
CF | In the ceiling of the room is a small vent which blows very cold air | ||
CF | into the pantry. You assume it was meant to keep the room cool to | ||
CF | preserve the freshness of the food, but something apparently went | ||
CF | wrong, because the air from the vent, while cold, is also very damp, | ||
CF | and has caused some of the shelves to rust. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x shelves" | ||
CF | Which shelves do you mean, the pantry shelves, or the broken shelves? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "broken" | ||
CF | The bolts connecting the corner of these shelves to the supporting bar | ||
CF | seem to have rusted through, causing the shelves to fall. The six foot | ||
CF | support bar lies on the floor along with the rest of the contents of | ||
CF | the broken shelves. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get bar" | ||
CF | Taken. | ||
CF | | ||
CF | > | DavidW says, "oh. support bar. gotcha, boss" | |
Knight_Otu says (to ClubFloyd), "x it" | ||
CF | A sturdy metal pole, about six feet long. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x contents" | ||
CF | Which contents do you mean, the neatly arranged containers, or the | ||
CF | spilled containers? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "spilled" | ||
CF | The cans and boxes piled up in the corner seem undamaged, despite the | ||
CF | collapsed shelf on top of them. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x neatly" | ||
CF | The cans are simple, government issue rations, neatly arranged on the | ||
CF | shelves. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x pegboard" | ||
CF | At the back of the room is a small pegboard, painted with outlines for | ||
CF | tools. However, the outlines are empty, all the tools gone. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch it" | ||
CF | The pegboard shimmers at your touch, tools appear, neatly hanging in | ||
CF | their outlines. You hear a soft clatter behind you and turn to see | ||
CF | Alexis carefully stacking cans from a cardboard box onto the shelves. | ||
CF | She fades in and out every time she places a can, the image quality is | ||
CF | horrible. David enters quietly, looking around him in vague awe. | ||
CF | | ||
CF | "Hello David," Alexis says, setting down the box of cans and smiling. | ||
CF | "Brett give you the full tour?" | ||
CF | | ||
CF | "Oh, yes," says David, clearly still stunned. "I have never in my life | ||
CF | imagined some of the things you're doing here. It's amazing." He | ||
CF | pauses, then continues, becoming more and more excited. "I have always | ||
CF | dreamed of being able to work purely with science, no guidelines or | ||
CF | strictures blocking the way. I can finally do that here, be able to | ||
CF | work to my full potential. Alexis, I'm so excited." | ||
CF | | ||
CF | "Obviously," she replies, laughing. "It's not always that amazing | ||
CF | though, we have as much of the mundane here as the fantastic." | ||
CF | Ruefully, she points to the air vent. "That, for example. Here we | ||
CF | are, four of the most brilliant scientists on the planet, but we still | ||
CF | can't seem to stop the air filter from getting wet and rusting the | ||
CF | shelves and then spoiling the food." She smiles wryly, and goes back | ||
CF | to stacking cans. David hesitates for a moment, then grabs a can and | ||
CF | starts working along side of her. | ||
CF | | ||
CF | "I think I'm going to like it here Alexis." | ||
CF | | ||
CF | "Well... I'm glad you came." | ||
CF | | ||
CF | The image fades out, leaving harsh static in your ears, which slowly | ||
CF | disappears as well. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x calendar" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. Written on | ||
CF | the calendar you see the following notes: | ||
CF | | ||
CF | March 7, Entry, David arrives at Babel station. | ||
CF | March 7, David's Room, Jonas explains station to David. | ||
CF | March 7, Residential Storage, David and Alexis talk about station. | ||
CF | March 20, Alexis' Room, David jokes with Alexis. | ||
CF | March 30, East End, Brett, David and Alexis discuss fear. | ||
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. | ||
CF | April 24, Dining Room, Jonas insists on finishing the experiment. | ||
CF | April 25, Records II, Jonas and Alexis get ready to escape. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Residential Storage | ||
CF | The storage area is a tiny rectangle, illuminated by one flickering | ||
CF | panel light. A filter in the ceiling blows in chilly, damp air, which | ||
CF | forms a slimy layer on your bare skin. Rudimentary metal shelves, some | ||
CF | showing signs of rust, line the walls, covered with canned goods and | ||
CF | sealed containers of food. Nothing perishable, and certainly nothing | ||
CF | exceptional. In the northeast corner is the door, opposite which is a | ||
CF | pegboard for hanging tools. The board is glowing faint blue. You also | ||
CF | note one segment of shelves has collapsed, its contents lying on the | ||
CF | floor. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ne" | ||
CF | Dining Room | ||
CF | This sizable octagonal chamber is the dining/meeting room of the | ||
CF | residential section. In one corner, a counter (which is glowing oddly) | ||
CF | and a few appliances and cabinets designate the kitchenette. The only | ||
CF | other fixture in the room is a metal table with four chairs, which | ||
CF | seems dwarfed and isolated in the middle of the floor. An arch in the | ||
CF | southeast wall leads to the round room and another door by the | ||
CF | kitchenette in the southwest wall leads to a storage area. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | David's Room | ||
CF | There is something off-center and deeply disturbing about this small | ||
CF | space. While the dresser, bed, table and bookshelf that comprise the | ||
CF | only furnishings of the room are normal enough (rather featureless in | ||
CF | fact), certain details are amiss. The thick glass doors on the | ||
CF | bookshelf are cracked and shattered in places, the sheets of the bed | ||
CF | are in terrible disarray, and, easily most disturbing, a thin trail of | ||
CF | blood leads across the carpet from the bathroom door to the east out | ||
CF | the south door. You also notice the table glows with an unearthly | ||
CF | light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pry bathroom door with bar" | ||
CF | I don't know how to open the bathroom door. | ||
CF | | ||
CF | > | Knight_Otu says, "Hrm." | |
Knight_Otu says (to ClubFloyd), "x bar" | ||
CF | A sturdy metal pole, about six feet long. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "hit bathroom with bar" | ||
CF | Attacking the bathroom door doesn't appear productive. | ||
CF | | ||
CF | > | ||
You say (to ClubFloyd), "open bathroom door" | ||
CF | You attempt to open the door, but find it stuck fast. Looking closer, | ||
CF | you see that the door has been slammed shut so violently that it has | ||
CF | become embedded in the dented steel of the door frame. You wonder at | ||
CF | the inhuman strength that could have done this. | ||
CF | | ||
CF | > | ||
You say (to ClubFloyd), "put bar in frame" | ||
CF | I don't see any frame here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x frame" | ||
CF | I don't see any frame here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "lever door" | ||
CF | There's no verb in that sentence! | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pry door" | ||
CF | You attempt to open the door, but find it stuck fast. Looking closer, | ||
CF | you see that the door has been slammed shut so violently that it has | ||
CF | become embedded in the dented steel of the door frame. You wonder at | ||
CF | the inhuman strength that could have done this. | ||
CF | | ||
CF | > | DavidW says, "hm. okay. I remember now that the door is opened later in the game. Not with a crowbar." | |
Knight_Otu says, "Okay, good to know." | ||
Knight_Otu says, "Leaves the bulkheads I guess." | ||
Knight_Otu says, "And the door at the north end of the complex." | ||
DavidW says, "I'm thinking you need to either do something about the power situation, the bulkhead with the beacon, or the really cold bulkhead at the south end of the main hall." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Antechamber | ||
CF | This is a small diamond shaped room that provides a transition from | ||
CF | the sharp, metal cold of the hall to the residential quarters beyond. | ||
CF | Southeast and down a step is the entry area of the station, northwest | ||
CF | and up a step are the quarters for the station crew. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bulkhead" | ||
CF | This bulkhead is the largest and most secure door you've seen yet, with | ||
CF | several thick steel bars locking it in place. The door frame seems lit | ||
CF | by an unreal blue light. In the center of the door is a keypad. | ||
CF | | ||
CF | > | DavidW says, "Maybe ask Hosea about power? Not sure if that helps or not." | |
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Records I | ||
CF | The only furnishings of this tall, bright room are a steel ledge | ||
CF | which runs around the room at waist height and apparently serves as a | ||
CF | work space, three chairs that slide along a circular track in front of | ||
CF | the ledge, and a large, friendly looking screen in the north wall. Set | ||
CF | into the ledge are a number of keyboards and simple printing machines. | ||
CF | The only exit is a steel door to the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about power" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about communications" | ||
CF | I don't know the word "communications". | ||
CF | | ||
CF | > | DavidW asks, "What were the Babel numbers? 11:8?" | |
Knight_Otu says (to ClubFloyd), "find babel in bible" | ||
CF | Here it is, Genesis, 11:4. Babel was a huge tower built to reach the | ||
CF | very heavens. When God saw this, and the power of those building it, | ||
CF | he was angered and destroyed the tower and its makers. Strangely, the | ||
CF | chapter and verse numbers have been circled. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x keypad" | ||
CF | In the middle of the door is a small device radiating steel beams which | ||
CF | seal the bulkhead. On the device is an LCD display and a miniature | ||
CF | alpha-numeric keypad (complete with the usual punctuation marks). | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "type 114 on keypad" | ||
CF | You should say what you want to type in double quotes, for example, | ||
CF | TYPE "HELLO" ON KEYBOARD. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "type "114" on keypad" | ||
CF | The figures flash on the small screen and you hear a hiss as the | ||
CF | hydraulic lock of the door unseals. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | The door is shut and bolted fast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open bulkhead" | ||
CF | You push the door open and reel from a blast of frigid air in your | ||
CF | face. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Entry Steps | ||
CF | You're standing at the base of a steeply angled stairwell which | ||
CF | leads up to the west towards a square of grey light. Cold, white air | ||
CF | seems to be sucked through the passage from that opening to the station | ||
CF | entrance to the east, searing your face as it rushes past. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Outside the Station | ||
CF | The arctic, just past dawn, is more of a study in geometry than a | ||
CF | landscape. The horizon is a white line between planes of grey, | ||
CF | stretching out, undisturbed forever, brushed clean by the screeching | ||
CF | wind. You see a few bumps and ridges in the tundra a short distance | ||
CF | away, deformations made by the station hiding under the frost, but the | ||
CF | only real alteration in the horizon is a square bulk far off to the | ||
CF | north. Anchoring you in this vast space is a small structure a few | ||
CF | steps to the east, a metal arch covering the stairs down into the | ||
CF | station. Just to the southeast is also a small shed. However, this | ||
CF | stark imagery is all but lost to you, nearly blinded as you are by the | ||
CF | cold. It attacks in many ways; lancing at your eyes with the wind, | ||
CF | seeping slowly into your skin to gnaw your bones, setting blue fire to | ||
CF | you ears and face with the beginnings of frostbite. The cold is | ||
CF | everywhere, and it wants you dead. | ||
CF | | ||
CF | > | Knight_Otu exclaims, "See game, that's why I wanted clothing!" | |
DavidW says, "So act fast!" | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Entry Steps | ||
CF | You're standing at the base of a steeply angled stairwell which | ||
CF | leads up to the west towards a square of grey light. Cold, white air | ||
CF | seems to be sucked through the passage from that opening to the station | ||
CF | entrance to the east, searing your face as it rushes past. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | DavidW says, "There is no helpful parka. You just need to dash to where to need to get to." | |
Knight_Otu says, "Sure, sure." | ||
Knight_Otu says, "Shed southeast, something far (likely too far) north." | ||
DavidW says, "yeah, aim for shed." | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Entry Steps | ||
CF | You're standing at the base of a steeply angled stairwell which | ||
CF | leads up to the west towards a square of grey light. Cold, white air | ||
CF | seems to be sucked through the passage from that opening to the station | ||
CF | entrance to the east, searing your face as it rushes past. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Outside the Station | ||
CF | The arctic, just past dawn, is more of a study in geometry than a | ||
CF | landscape. The horizon is a white line between planes of grey, | ||
CF | stretching out, undisturbed forever, brushed clean by the screeching | ||
CF | wind. You see a few bumps and ridges in the tundra a short distance | ||
CF | away, deformations made by the station hiding under the frost, but the | ||
CF | only real alteration in the horizon is a square bulk far off to the | ||
CF | north. Anchoring you in this vast space is a small structure a few | ||
CF | steps to the east, a metal arch covering the stairs down into the | ||
CF | station. Just to the southeast is also a small shed. However, this | ||
CF | stark imagery is all but lost to you, nearly blinded as you are by the | ||
CF | cold. It attacks in many ways; lancing at your eyes with the wind, | ||
CF | seeping slowly into your skin to gnaw your bones, setting blue fire to | ||
CF | you ears and face with the beginnings of frostbite. The cold is | ||
CF | everywhere, and it wants you dead. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Shed | ||
CF | You are standing, huddled into yourself against the cold, in a tiny | ||
CF | metal shed, the wind shaking the thin metal walls and pushing in around | ||
CF | you from the exit to the northwest. Around you are various machine | ||
CF | parts, oil cans, and the like. The walls might as well not be there, | ||
CF | for all the protection they give from the attack of wind and fiery | ||
CF | cold. The only piece of equipment in here that seems to have any | ||
CF | practical value is a large battery sitting under a shelf. The shelf it | ||
CF | is under glows a faint, tell-tale blue. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get battery" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch shelf" | ||
CF | The air itself seems to snap as you touch the shelf. Brett stands next | ||
CF | to you, returning a gas can, his face white with fear and red with | ||
CF | cold. He turns to the door, crosses himself twice, and hobbles out. | ||
CF | You see his left leg, an artificial limb, is horribly mangled, causing | ||
CF | him to walk half stooping, dragging his leg behind as he exits. You | ||
CF | hear a helicopter start up and take off, then the image is gone. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Outside the Station | ||
CF | The arctic, just past dawn, is more of a study in geometry than a | ||
CF | landscape. The horizon is a white line between planes of grey, | ||
CF | stretching out, undisturbed forever, brushed clean by the screeching | ||
CF | wind. You see a few bumps and ridges in the tundra a short distance | ||
CF | away, deformations made by the station hiding under the frost, but the | ||
CF | only real alteration in the horizon is a square bulk far off to the | ||
CF | north. Anchoring you in this vast space is a small structure a few | ||
CF | steps to the east, a metal arch covering the stairs down into the | ||
CF | station. Just to the southeast is also a small shed. However, this | ||
CF | stark imagery is all but lost to you, nearly blinded as you are by the | ||
CF | cold. It attacks in many ways; lancing at your eyes with the wind, | ||
CF | seeping slowly into your skin to gnaw your bones, setting blue fire to | ||
CF | you ears and face with the beginnings of frostbite. The cold is | ||
CF | everywhere, and it wants you dead. | ||
CF | | ||
CF | You rub your arms, trying to keep the blood flowing in them. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Entry Steps | ||
CF | You're standing at the base of a steeply angled stairwell which | ||
CF | leads up to the west towards a square of grey light. Cold, white air | ||
CF | seems to be sucked through the passage from that opening to the station | ||
CF | entrance to the east, searing your face as it rushes past. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "close bulkhead" | ||
CF | You pull the heavy door back in place, barring the wind out. | ||
CF | | ||
CF | > | Knight_Otu says, "Might not be necessary, butwho knows." | |
Knight_Otu says (to ClubFloyd), "x battery" | ||
CF | It's a large battery, about the same shape, though slightly smaller, | ||
CF | than a car battery. One corner has been dented, causing a visible slit | ||
CF | to open along the top edge of the battery. On the side of the battery | ||
CF | is a sticker that reads: "Warning: Contents highly corrosive." | ||
CF | | ||
CF | > | Knight_Otu says, "I'm not sure that I remember a handy battery compartment." | |
Knight_Otu says (to ClubFloyd), "n" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Communications Room | ||
CF | You are in some sort of communications center. Tall machines, | ||
CF | barnacled with speakers and keyboards, crowd the tight space. The | ||
CF | largest machine in the room stands directly in front of you and bears a | ||
CF | screen covered in flashing figures. On the west wall, next to the | ||
CF | door, the power box hangs open. | ||
CF | | ||
CF | > | DavidW says, "So basically a SPAM tin of acid, is what I visualized." | |
Knight_Otu says (to ClubFloyd), "x machine" | ||
CF | This appears to be the main communications terminal, covered with | ||
CF | buttons and keyboards, and surmounted by a large screen. Attached to | ||
CF | the terminal is a swivel chair for the user. Bright green letters | ||
CF | blink at you from the screen. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x screen" | ||
CF | The screen reads: last message out: PROBLEMS REACHED CRITICAL | ||
CF | LEVEL--COMPLETE EVACUATION ARRANGED--DO NOT ATTEMPT FURTHER CONTACT IN | ||
CF | ANY MANNER--RESEARCH MUST BE CONSIDERED DESTROYED--TELERUS PROJECT | ||
CF | FAILED--PROJECT 'BABEL' FAILED--OUT. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cabinet" | ||
CF | Attached to the wall is a plain metal cabinet, its door hanging open. | ||
CF | There's a large plastic switch in the cabinet. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x machines" | ||
CF | The room is crowded with machines, some fairly simple looking, others | ||
CF | almost frighteningly complex. Your attention is drawn to a large | ||
CF | terminal with an oversized screen. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x terminal" | ||
CF | This appears to be the main communications terminal, covered with | ||
CF | buttons and keyboards, and surmounted by a large screen. Attached to | ||
CF | the terminal is a swivel chair for the user. Bright green letters | ||
CF | blink at you from the screen. | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Low." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "sit in chair" | ||
CF | Okay, you're now sitting on the swivel chair. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x terminal" | ||
CF | This appears to be the main communications terminal, covered with | ||
CF | buttons and keyboards, and surmounted by a large screen. Attached to | ||
CF | the terminal is a swivel chair for the user. Bright green letters | ||
CF | blink at you from the screen. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x screen" | ||
CF | The screen reads: last message out: PROBLEMS REACHED CRITICAL | ||
CF | LEVEL--COMPLETE EVACUATION ARRANGED--DO NOT ATTEMPT FURTHER CONTACT IN | ||
CF | ANY MANNER--RESEARCH MUST BE CONSIDERED DESTROYED--TELERUS PROJECT | ||
CF | FAILED--PROJECT 'BABEL' FAILED--OUT. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "stand" | ||
CF | Okay, you're no longer in the swivel chair. | ||
CF | | ||
CF | > | Knight_Otu says, "Hm." | |
Knight_Otu says (to ClubFloyd), "w" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | DavidW says, "I think the beacon-y bulkhead must be tended to next." | |
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bulkhead" | ||
CF | The steel bulkhead, about six feet square, is covered with large | ||
CF | warning labels, and is illuminated both by a garish red beacon and by a | ||
CF | weird glow of its own. There's also a panel in the bottom corner of | ||
CF | the bulkhead which seems loose. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x panel" | ||
CF | Near the bottom of the bulkhead's frame you see a metal panel that's | ||
CF | slightly out of line and looks to be loose. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | You can't do that bare-handed. | ||
CF | | ||
CF | > | DavidW says, "ah, that wasn't visible in the dark." | |
Knight_Otu says (to ClubFloyd), "pry panel with bar" | DavidW asks, "screwdriver?" | |
CF | I don't know how to open anything with the metal pole. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open panel with screwdriver" | ||
CF | The panel pops off. In the space it covered is a lever marked "MANUAL | ||
CF | OVERRIDE". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lever" | ||
CF | The lever is labeled "MANUAL OVERRIDE". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "SAVE" | ||
Knight_Otu says (to ClubFloyd), "cf2" | ||
CF | File to save game in > | ||
CF | Saved. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pull lever" | ||
CF | The beacon flashes angrily and a flat electronic voice tells you that | ||
CF | the emergency locking system is on and can not be overridden. | ||
CF | | ||
CF | > | DavidW says, "okay, I remember this puzzle now." | |
Knight_Otu says, "I mean, the beacon has a point." | ||
Knight_Otu says (to ClubFloyd), "x beacon" | ||
CF | The whirling red light seems to be a fairly obvious warning regarding | ||
CF | whatever is behind this door. | ||
CF | | ||
CF | > | DavidW says, "You have all the tools and knowledge to solve it." | |
Knight_Otu says (to ClubFloyd), "x bulkhead" | ||
CF | The steel bulkhead is covered with various warning labels, and is | ||
CF | illuminated both by a garish red beacon and by a weird glow of its own. | ||
CF | There's also a panel in the bottom corner of the bulkhead which has | ||
CF | come off, revealing a lever. The door is securely closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn), an ID card, a bible, a metal key, a | ||
CF | sketch book, a calendar, a screwdriver, a metal pole, and a battery. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x calendar" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. Written on | ||
CF | the calendar you see the following notes: | ||
CF | | ||
CF | March 7, Entry, David arrives at Babel station. | ||
CF | March 7, David's Room, Jonas explains station to David. | ||
CF | March 7, Residential Storage, David and Alexis talk about station. | ||
CF | March 20, Alexis' Room, David jokes with Alexis. | ||
CF | March 30, East End, Brett, David and Alexis discuss fear. | ||
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. | ||
CF | April 24, Dining Room, Jonas insists on finishing the experiment. | ||
CF | April 25, Shed, Brett escapes. | ||
CF | April 25, Records II, Jonas and Alexis get ready to escape. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch bulkhead" | ||
CF | You experience a mildly painful shock as you touch the door frame. | ||
CF | Almost instantly, you hear voices around you, and a group of three | ||
CF | people--Brett, David, and Alexis--appears, in mid-conversation. They | ||
CF | stare right through you at the bulkhead, which is wide open, letting a | ||
CF | wash of light into the hall. You notice that this whole scene | ||
CF | flickers, though not as badly as the image in the entry area. | ||
CF | | ||
CF | "But surely you appreciate the necessity of certain boundaries," says | ||
CF | Brett, peering at David. "For our own protection, there must be limits | ||
CF | on man's knowledge." | ||
CF | | ||
CF | "I don't see why," answers David, almost indignant. "Scientific truth | ||
CF | is absolute; it needs no explanations or qualifiers, nor does it need | ||
CF | boundaries." | ||
CF | | ||
CF | "Because of all the good things we have done here, I have kept silent," | ||
CF | continues Brett, his tone persistent despite its softness, "but in that | ||
CF | gallery are the very demons of the Pit. We have, in pursuing your | ||
CF | 'absolute truth,' created a pestilence." | ||
CF | | ||
CF | "Now listen to me..." says David, suddenly becoming ominous and | ||
CF | threatening. Alexis puts her hand on his arm, restraining him with | ||
CF | gentle pressure. | ||
CF | | ||
CF | "Please, David," she says, quietly forcing him to calm. "We've got to | ||
CF | appreciate Brett's beliefs, he has some genuine concerns." David nods | ||
CF | reluctantly, and she turns to address Brett. "But, it is our duty to | ||
CF | face those dangers Brett. We must take the good with the bad. For | ||
CF | every toxin we've made, we've found a cure for something else. For | ||
CF | every dangerous creature we've grown, we've given given the medical | ||
CF | world another revolutionary treatment. There's a balance. We are | ||
CF | scientists because we are responsible enough to deal with that power." | ||
CF | | ||
CF | Brett starts to say something, then stops, and slowly casts his eyes | ||
CF | down. "Of course, you are right," he says, sullenly shaking his head. | ||
CF | "I do not wish to quarrel. It is the Lord's job, not mine, to | ||
CF | enlighten. Occasionally I simply get carried away. Forgive my | ||
CF | outburst." He looks up, gazing at the two doctors as if a huge canyon | ||
CF | stood between himself and them. Slowly, the picture fades away. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Records III | ||
CF | High white walls enclose this space. Around the room is a metal | ||
CF | ledge, conveniently set with scanning, typing, and printing equipment | ||
CF | for entering data. Three chairs face the ledge. The room is dominated | ||
CF | by a large screen on the north wall. To the south is the door out into | ||
CF | the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about telerus" | ||
CF | The screen reads: Telerus: Toxicology 4885. Symbiotic toxin that | ||
CF | increases the body's electric receivers and deciphers, thereby | ||
CF | enhancing latent tellurgic abilities. Within days after infection with | ||
CF | the toxin, a human can see and hear short, emotionally charged episodes | ||
CF | that occurred in the past by touching an object nearby that has been | ||
CF | "imprinted" with the scene. Still in highly experimental stages. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about gallery" | ||
CF | The screen reads: Gallery: The Babel Station contains an extensive | ||
CF | atrium gallery of cages, for the keeping of study specimens. The | ||
CF | amount of light entering the gallery from the dome over it can be | ||
CF | adjusted by aligning large polarizing filters, controlled near the | ||
CF | door. A second gallery, containing toxins and viruses, is located | ||
CF | nearby. | ||
CF | | ||
CF | > | Roger asks, "I might guess we need to turn the power back off?" | |
Knight_Otu says, "Maybe." | ||
DavidW smiles at Roger. | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Communications Room | ||
CF | You are in some sort of communications center. Tall machines, | ||
CF | barnacled with speakers and keyboards, crowd the tight space. The | ||
CF | largest machine in the room stands directly in front of you and bears a | ||
CF | screen covered in flashing figures. On the west wall, next to the | ||
CF | door, the power box hangs open. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "switch switch" | ||
CF | You flip the switch off and darkness engulfs you. The machines in the | ||
CF | room make almost animal whimpers as power drains from them. A monotone | ||
CF | voice proclaims, "Station now on auxiliary power only. All station | ||
CF | functions except sectional doorway mechanisms disabled," then clicks | ||
CF | itself into silence. | ||
CF | | ||
CF | Around you, you can sense the shapes of hulking masses: some harshly | ||
CF | angled, some weirdly curved, all faintly outlined by the half-light | ||
CF | from the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | South Hall | ||
CF | At this point in the long hall, the drab metal walls are interrupted | ||
CF | by an opening on the east side of the passage. You can see light far | ||
CF | back to the north, but only icy darkness to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Grey light drips in from an octagonal skylight in the ceiling of | ||
CF | this room, making the room look as cold as it feels. To the north, | ||
CF | east, and south, doorways lead into unlit halls. The metal door frame | ||
CF | of the east hall glows faintly with an eerie blue light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | The darkness in this hall seems to amplify the odd echoes of your | ||
CF | feet on the tile. The only light comes from down the hall to the west; | ||
CF | to the east it is darker still. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | In almost absolute darkness, you can just see the outlines of a door | ||
CF | on the north wall and what appears to be a bulkhead to the east. | ||
CF | Oddly, a faint glow is coming from the bulkhead. To the west there | ||
CF | seems to be more light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pull lever" | ||
CF | You move the lever and the bulkhead slides up into the ceiling. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Gallery Junction | ||
CF | You are practically blind in this room, the only illumination being | ||
CF | a shifting blue glow on what appears to be a door to the south. You | ||
CF | sense the room is small, with the bulkhead to the west and another | ||
CF | opening to the north, but you can't make out anything else. | ||
CF | | ||
CF | > | DavidW says, "Now you might want power again." | |
Knight_Otu says, "Probably. It is good to see we weren't outright slaughtered hre though." | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East End | ||
CF | In almost absolute darkness, you can just see the outlines of a door | ||
CF | on the north wall and what appears to be a bulkhead to the east. | ||
CF | Oddly, a faint glow is coming from the bulkhead. To the west there | ||
CF | seems to be more light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | The darkness in this hall seems to amplify the odd echoes of your | ||
CF | feet on the tile. The only light comes from down the hall to the west; | ||
CF | to the east it is darker still. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Grey light drips in from an octagonal skylight in the ceiling of | ||
CF | this room, making the room look as cold as it feels. To the north, | ||
CF | east, and south, doorways lead into unlit halls. The metal door frame | ||
CF | of the east hall glows faintly with an eerie blue light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | At this point in the long hall, the drab metal walls are interrupted | ||
CF | by an opening on the east side of the passage. You can see light far | ||
CF | back to the north, but only icy darkness to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Communications Room | ||
CF | Around you, you can sense the shapes of hulking masses: some | ||
CF | harshly angled, some weirdly curved, all faintly outlined by the | ||
CF | half-light from the hall. You can make out the shape of the power box | ||
CF | on the west wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "switch switch" | ||
CF | You flip the switch and are nearly knocked back, your eyes dazzled, as | ||
CF | fluorescent light floods the room. All through the station you hear | ||
CF | humming and pulsing as machines come to life. In a moment the noises | ||
CF | fade and your eyes adjust. An electronic voice echoes through the | ||
CF | room. "Returned to main power supply from auxiliary power supply. All | ||
CF | station functions returning to normal." There's a short pause, a | ||
CF | click, and then the voice says, "Warning: Safety breach at Gallery | ||
CF | Junction entrance. Security systems now closing and sealing door." | ||
CF | Some distance away in the station, you hear a dull thud. | ||
CF | | ||
CF | You are in some sort of communications center. Tall machines, | ||
CF | barnacled with speakers and keyboards, crowd the tight space. The | ||
CF | largest machine in the room stands directly in front of you and bears a | ||
CF | screen covered in flashing figures. On the west wall, next to the door, | ||
CF | the power box hangs open. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | The bulkhead is shut. | ||
CF | | ||
CF | > | Knight_Otu says, "Oops." | |
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Communications Room | ||
CF | You are in some sort of communications center. Tall machines, | ||
CF | barnacled with speakers and keyboards, crowd the tight space. The | ||
CF | largest machine in the room stands directly in front of you and bears a | ||
CF | screen covered in flashing figures. On the west wall, next to the | ||
CF | door, the power box hangs open. | ||
CF | | ||
CF | > | DavidW says, "Yes, there's one more part to this puzzle." | |
Knight_Otu says (to ClubFloyd), "switch switch" | ||
CF | You flip the switch off and darkness engulfs you. The machines in the | ||
CF | room make almost animal whimpers as power drains from them. A monotone | ||
CF | voice proclaims, "Station now on auxiliary power only. All station | ||
CF | functions except sectional doorway mechanisms disabled," then clicks | ||
CF | itself into silence. | ||
CF | | ||
CF | Around you, you can sense the shapes of hulking masses: some harshly | ||
CF | angled, some weirdly curved, all faintly outlined by the half-light | ||
CF | from the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | South Hall | ||
CF | At this point in the long hall, the drab metal walls are interrupted | ||
CF | by an opening on the east side of the passage. You can see light far | ||
CF | back to the north, but only icy darkness to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Grey light drips in from an octagonal skylight in the ceiling of | ||
CF | this room, making the room look as cold as it feels. To the north, | ||
CF | east, and south, doorways lead into unlit halls. The metal door frame | ||
CF | of the east hall glows faintly with an eerie blue light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | The darkness in this hall seems to amplify the odd echoes of your | ||
CF | feet on the tile. The only light comes from down the hall to the west; | ||
CF | to the east it is darker still. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | In almost absolute darkness, you can just see the outlines of a door | ||
CF | on the north wall and what appears to be a bulkhead to the east. | ||
CF | Oddly, a faint glow is coming from the bulkhead. To the west there | ||
CF | seems to be more light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pull lever" | ||
CF | You move the lever and the bulkhead slides up into the ceiling. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put bar in bulkhead" | ||
CF | You wedge the bar into the groove on the left side of the bulkhead. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | The darkness in this hall seems to amplify the odd echoes of your | ||
CF | feet on the tile. The only light comes from down the hall to the west; | ||
CF | to the east it is darker still. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Grey light drips in from an octagonal skylight in the ceiling of | ||
CF | this room, making the room look as cold as it feels. To the north, | ||
CF | east, and south, doorways lead into unlit halls. The metal door frame | ||
CF | of the east hall glows faintly with an eerie blue light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | At this point in the long hall, the drab metal walls are interrupted | ||
CF | by an opening on the east side of the passage. You can see light far | ||
CF | back to the north, but only icy darkness to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Communications Room | ||
CF | Around you, you can sense the shapes of hulking masses: some | ||
CF | harshly angled, some weirdly curved, all faintly outlined by the | ||
CF | half-light from the hall. You can make out the shape of the power box | ||
CF | on the west wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "switch switch" | ||
CF | You flip the switch and are nearly knocked back, your eyes dazzled, as | ||
CF | fluorescent light floods the room. All through the station you hear | ||
CF | humming and pulsing as machines come to life. In a moment the noises | ||
CF | fade and your eyes adjust. An electronic voice echoes through the | ||
CF | room. "Returned to main power supply from auxiliary power supply. All | ||
CF | station functions returning to normal." There's a short pause, a | ||
CF | click, and then the voice says, "Warning: Safety breach at Gallery | ||
CF | Junction entrance. Security systems now closing and sealing door." | ||
CF | Some distance away in the station, you hear an odd noise, then the | ||
CF | metal voice says, "Warning: Safety breach at Gallery Junction | ||
CF | entrance. Security systems unable to close door." | ||
CF | | ||
CF | You are in some sort of communications center. Tall machines, | ||
CF | barnacled with speakers and keyboards, crowd the tight space. The | ||
CF | largest machine in the room stands directly in front of you and bears a | ||
CF | screen covered in flashing figures. On the west wall, next to the door, | ||
CF | the power box hangs open. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x south door" | ||
CF | The glass door on the south wall of the room is lit with conflicting | ||
CF | lights. The words "WARNING: TOXIN BREAKOUT" are projected in flashing | ||
CF | red on the door from within, while at the same time the whole door | ||
CF | shines with an internal blue light. Next to the door is a card slot. | ||
CF | Through the door you can see a small, dim room. The door is closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch it" | ||
CF | You touch the door and misty reflections form in the glass. Brett | ||
CF | stands in the junction, while Jonas looks thoughtfully through the | ||
CF | south door. | ||
CF | | ||
CF | "Jonas, you've got to accept the data. The Telerus is essentially | ||
CF | worthless," says Brett, in the manner of one who has been repeating | ||
CF | himself for a long time. | ||
CF | | ||
CF | Jonas slowly turns to glare at the other scientist. "It will be a boon | ||
CF | to mankind," he commands. "The Telerus, in the area of espionage | ||
CF | alone, could give the Administrative Agency unimaginable power." | ||
CF | | ||
CF | "By the time an agent had developed tellurgic abilities of any useful | ||
CF | power, his mind would be so twisted--" | ||
CF | | ||
CF | "All that is hypothesis," says Jonas, severing the argument. "We can't | ||
CF | be sure of any of those side effects until a human trial is run." They | ||
CF | start up the hall to the north, still arguing. As the image fades you | ||
CF | hear Brett's voice, echoing in the hall. "There is no way we can allow | ||
CF | a human trial...allow a human trial...human trial..." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x east door" | ||
CF | You can only make out a large, dark space through the glass of the | ||
CF | door. Next to the door is a card slot. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Hall | ||
CF | This is another empty hall of steel and tile, identical to the | ||
CF | others in its cold construction. It continues to the north and ends in | ||
CF | a junction to the south. Due perhaps to the utter silence in the hall, | ||
CF | or simply the unbearable cold worming up through your bare feet, you | ||
CF | find yourself, without thinking, walking on your tiptoes here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | (Opening the east door) | ||
CF | Supply Closet | ||
CF | This small circular room holds all manner of boxes and bottles on | ||
CF | its recessed shelves. In some of the open boxes you see new test | ||
CF | tubes, vials of unknown chemicals and the like. One flask in | ||
CF | particular catches your eye, emblazoned with the words "HS1: HORMONE" | ||
CF | in stunning red letters. There are doors on both the west and north | ||
CF | walls. | ||
CF | The flask seems to contain some dark liquid. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x hormone" | ||
CF | The hormone is a viscous fluid like dark honey. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x shelves" | ||
CF | The shelves set in the walls contain all the supplies to run a small | ||
CF | hospital, though many of the items look unfamiliar, and slightly | ||
CF | dangerous. | ||
CF | | ||
CF | > | DavidW says, "I know that's important. The hormone, not what it looks like." | |
Knight_Otu says (to ClubFloyd), "get flask" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x it" | ||
CF | The flask has a long, narrow neck with a tight-fitting cap and is | ||
CF | embossed with the letters "HS1" in bright red. In the flask you see | ||
CF | some dark liquid. The flask is currently closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cages" | ||
CF | The three cages are identical. Each is smallish, glows a shifting | ||
CF | blue, and contains two dead and decaying mice. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x mice" | ||
CF | The mice are all very thin, and you assume they must have died of | ||
CF | malnutrition. Their black eyes are open and stare in skewed directions, | ||
CF | making you suddenly very uncomfortable. | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Low. Repeat. Main Power Supply Low." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch cages" | ||
CF | You touch the cage, not even minding the sharp tingle. The silence in | ||
CF | the room changes, from the dead, abandoned silence of before to a busy | ||
CF | quiet. Animals move in cages, computers hum. Jonas, sitting by the | ||
CF | table, observes the mice skittering about their cages and takes notes. | ||
CF | There is no change in the lighting, but you sense it is early evening, | ||
CF | or perhaps morning. | ||
CF | | ||
CF | "Additional notes on Telerus toxin..." mumbles Jonas as he writes, his | ||
CF | silver hair swept back. "After a short period, the toxin causes the | ||
CF | eyes to dilate unevenly, mildly skewing sight. Further, both tellurgic | ||
CF | abilities and periods of..." he pauses, hunting for the right word, | ||
CF | even for these private notes, "...of instability increase together over | ||
CF | time, and can be advanced in jumps if the target is subjected to some | ||
CF | traumatic event." Apparently done, he neatly piles his notes and | ||
CF | leaves. The mice race about madly in their cages, flinging themselves | ||
CF | against the bars and each other, their seed-like eyes dilated to the | ||
CF | point of deformation. You stare with detached revulsion as one mouse | ||
CF | throws itself on the other in its cage, shredding the victim's fur with | ||
CF | movements too rapid to follow. The second mouse seems too exhausted to | ||
CF | react, and lies motionless while the aggressor sinks its teeth deep | ||
CF | into its leg. The image fades. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x table" | ||
CF | The table is large, longer than it is wide, and mounted with | ||
CF | fluorescent lamps for light. Half of it is piled up with papers and | ||
CF | odd instruments, while on the other half there are only three small | ||
CF | metal cages, which glow blue. In the cages, you can make out small | ||
CF | objects. As you peer closer, you detect an odd smell, and see that the | ||
CF | objects are the decaying bodies of lab mice. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x papers" | ||
CF | The papers are copies from various texts, the margins filled with | ||
CF | notes. Many of them have something to do with electric transmitters in | ||
CF | the brain. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "read them" | ||
CF | scattered papers: The papers are copies from various texts, the | ||
CF | margins filled with notes. Many of them have something to do with | ||
CF | electric transmitters in the brain. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "read margins" | ||
CF | I don't know the word "margins". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x instruments" | ||
CF | Mostly made of glass and plastic, the instruments are completely | ||
CF | incomprehensible to you. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cabinet" | ||
CF | Against the wall is a steel cabinet, about waist high. At the bottom | ||
CF | of its door is a heavy ring, parallel to another ring on the cabinet | ||
CF | frame. Through these rings passes a heavy looking lock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lock" | ||
CF | Passing through two rings on the cabinet is a sturdy padlock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | (Opening the east door) | ||
CF | Medical Alcove | ||
CF | The dominating element of this small cube is the color white. The | ||
CF | walls are white, the stiff bed by the east wall is covered in white | ||
CF | sheets, the counter sticking out of the wall in the corner looks as | ||
CF | though it were carved from snow. Set into the counter is a pale, | ||
CF | porcelain sink. Even the air smells as if it has been scoured bare. | ||
CF | You see a red syringe here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bed" | ||
CF | The bed is a hospital gurney, its wheels removed and its legs bolted to | ||
CF | the floor. The impression that it's a very uncomfortable bed is | ||
CF | further strengthened by the hard white sheets that cover it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x counter" | ||
CF | The white Formica counter in the northeast corner has been polished to | ||
CF | a nearly supernatural shine, as has the sink set into it. Even through | ||
CF | the polish however, you can make out vague blood stains. There's | ||
CF | nothing on the counter. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x sink" | ||
CF | The sink is set into a white Formica counter in the northeast corner of | ||
CF | the room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x syringe" | ||
CF | The syringe is marked with little red lines for measuring. There's | ||
CF | nothing in the red syringe. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get it" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Medical Alcove | ||
CF | The dominating element of this small cube is the color white. The | ||
CF | walls are white, the stiff bed by the east wall is covered in white | ||
CF | sheets, the counter sticking out of the wall in the corner looks as | ||
CF | though it were carved from snow. Set into the counter is a pale, | ||
CF | porcelain sink. Even the air smells as if it has been scoured bare. | ||
CF | | ||
CF | > | ||
Knight_Otu says, "No mirror? Dangit." | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | DavidW says, "I seem to recall two syringes in this game; that's why they get colour adjectives." | |
Karona exclaims, "Aha!" | ||
Knight_Otu says (to ClubFloyd), "x table" | ||
CF | The table is large, longer than it is wide, and mounted with | ||
CF | fluorescent lamps for light. It is identical to the other tables in | ||
CF | the room, covered with odd chemicals and other medical supplies. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x chemicals" | ||
CF | You guess that at least half of the chemicals here are toxic, in one | ||
CF | way or another. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x supplies" | ||
CF | You guess that at least half of the chemicals here are toxic, in one | ||
CF | way or another. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x microscope" | ||
CF | The large machine has several controls, a number of small doors, and a | ||
CF | large screen, all of which are completely incomprehensible to you. You | ||
CF | recognize it, from some distant memory, as an electron microscope. It | ||
CF | is glowing a cold blue. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch it" | ||
CF | As you touch the machine, its screen fills with static, which slowly | ||
CF | resolves to images of sharp, menacing helices. David and Brett stare | ||
CF | at the screen, adjusting the focus. | ||
CF | | ||
CF | "Well, that's it," says Brett. "The thing we've concentrated on for | ||
CF | several months, since before you came here. The Telerus." | ||
CF | | ||
CF | "It's amazing," says David, zooming in on one twisted shape. "It's | ||
CF | so... beautiful." | ||
CF | | ||
CF | "Beautiful?" asks Brett. "How do you find beauty in that?" | ||
CF | | ||
CF | "An undiscovered shore is always beautiful to an explorer." | ||
CF | | ||
CF | "Poetic, but not true," says Brett, looking pointedly at the screen and | ||
CF | not the other scientist. "I don't want to fight with you, and you know | ||
CF | we will if we start discussing this. Let's just accept that we have | ||
CF | different reasons for being here, and try to live with it." | ||
CF | | ||
CF | "Why are you here?" asks David, for the first time showing genuine | ||
CF | regard for the tall scientist. | ||
CF | | ||
CF | "I came here," says Brett, slowly looking over to David, "with the | ||
CF | honest hope of bettering the world for mankind. And, I admit, we've | ||
CF | done some fantastic things to help the world. But I am still concerned | ||
CF | with certain aspects of the project. It seems the Agency's idea of | ||
CF | what is best for the mankind usually has to do with making itself | ||
CF | all-powerful." There is a pause, then Brett whispers, "I designed this | ||
CF | station; I also named it. Babel. We must not build the tower too | ||
CF | high, or we will fall." Suddenly, the screen goes black and the two | ||
CF | doctors are gone. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x computers" | ||
CF | There are three large computer terminals, connected to printers, | ||
CF | scanners, keyboards and monitors by an impossible tangle of wires. The | ||
CF | monitors are dark. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "turn them on" | ||
CF | computers: I don't know how to turn the computers on. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | You see an amber marked syringe here. | ||
CF | | ||
CF | > | Knight_Otu says, "There's the second one." | |
Knight_Otu says, "I guess that bulkhead leadsto North End." | ||
DavidW says, "hmm, yes, I think so" | ||
Knight_Otu says (to ClubFloyd), "x bulkhead" | ||
CF | The bulkhead is made of heavy steel and covered with warning stickers. | ||
CF | It is closed tight. Next to the bulkhead is a sturdy release lever and | ||
CF | a small blinking green light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pull rever" | ||
CF | I don't know the word "rever". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pull lever" | ||
CF | Done. The bulkhead slides open. | ||
CF | | ||
CF | > | DavidW says, "I can't help but wonder if you missed a room back east." | |
Knight_Otu says (to ClubFloyd), "sw" | ||
CF | North End | ||
CF | White light glares off steel and sanitary white tile at the end of | ||
CF | this hall. To the west is a door with a small slot next to it, | ||
CF | probably used for a card key of some kind. To the north is another | ||
CF | door, with an odd object connected between the handle and the door | ||
CF | frame. The northeast corner is filled with an imposing bulkhead | ||
CF | covered with various bio-hazard labels. The hall continues to the | ||
CF | south. | ||
CF | | ||
CF | > | Knight_Otu says, "I didn't open the two id-card doors in the junction." | |
DavidW says, "besides those" | ||
Knight_Otu says, "Other than that, I'm not sure. I wasin the alcove." | ||
Knight_Otu says (to ClubFloyd), "ne" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | You see an amber marked syringe here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get amber" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x it" | ||
CF | The syringe is marked with little amber lines for measuring. There's | ||
CF | nothing in the amber syringe. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x tables" | ||
CF | The large table is actually two metal tables put next to each other, | ||
CF | filling up most of the room. The sharp instruments ranged about the | ||
CF | table, the grotesquely splayed bodies of two large frogs, and the | ||
CF | off-colored stains on the table makes it apparent that dissection | ||
CF | usually took place here. Also on the table are two regular | ||
CF | microscopes. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x frogs" | ||
CF | Like so many things in the lab, these frogs seem to have been | ||
CF | abandoned, their examiners called away on some other, more urgent, | ||
CF | business. The frogs' intestines, though reeking of preserving fluid, | ||
CF | are beginning to discolor, and another, putrid, odor hangs about the | ||
CF | dead creatures. | ||
CF | | ||
CF | > | DavidW says, "You'll want to get that locked cabinet open somehow too, of course." | |
Knight_Otu says (to ClubFloyd), "x microscopes" | ||
CF | These are precision, high-power microscopes. | ||
CF | | ||
CF | > | Knight_Otu says, "Yeah." | |
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Medical Alcove | ||
CF | The dominating element of this small cube is the color white. The | ||
CF | walls are white, the stiff bed by the east wall is covered in white | ||
CF | sheets, the counter sticking out of the wall in the corner looks as | ||
CF | though it were carved from snow. Set into the counter is a pale, | ||
CF | porcelain sink. Even the air smells as if it has been scoured bare. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | You can't go that way. | ||
CF | | ||
CF | > | DavidW asks, "okay, I think there's a north or south exit?" | |
Knight_Otu says (to ClubFloyd), "n" | ||
CF | You can't go that way. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | (Opening the south door) | ||
CF | Supply Closet | ||
CF | This small circular room holds all manner of boxes and bottles on | ||
CF | its recessed shelves. In some of the open boxes you see new test | ||
CF | tubes, vials of unknown chemicals and the like. There are doors on | ||
CF | both the west and north walls. | ||
CF | | ||
CF | > | Knight_Otu says, "Ah, there's a connection to the closet. That I missed." | |
DavidW asks, "oh, you were here?" | ||
Knight_Otu asks, "Yeah, the hormone washere, wasn't it?" | ||
DavidW says, "oh right" | ||
Knight_Otu says, "(Darn my malfunctioning space bar.)" | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | | ||
CF | > | Knight_Otu says, "I guess down the stairs we go." | |
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | | ||
CF | > | DavidW says, "We also haven't seen any dome yet." | |
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Landing | ||
CF | Despite the fluorescent tubes set into the walls, this landing on | ||
CF | the staircase seems quite dark. Stairs go both up and down from this | ||
CF | landing, and a door leads west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | (Opening the west door) | ||
CF | Changing Room | ||
CF | This is a drab, low-ceilinged rectangle, its west end becoming an | ||
CF | open shower area, its east end bearing a heavy steel door. A metal | ||
CF | bench runs along the north side of the room, while on the opposite wall | ||
CF | are steel clothing hooks. The scent of sweat and water sticks in the | ||
CF | corners of the room, at once familiar and squalid. | ||
CF | You see a radiation suit here. | ||
CF | | ||
CF | > | DavidW says, "oh, there is clothing." | |
Knight_Otu exclaims, "Finally!" | ||
Knight_Otu says (to ClubFloyd), "x bench" | ||
CF | The bench is long and low, like those found in locker rooms. | ||
CF | | ||
CF | > | Roger says, "that's quite the rad suit" | |
Knight_Otu says (to ClubFloyd), "x suit" | ||
CF | The suit appears to be made of shimmering vinyl, like tinfoil, and is | ||
CF | sealed at each joint and seam. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "wear it" | ||
CF | You don't have the radiation suit. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get it" | ||
CF | As you pick up the suit, a green plastic card that was in the pocket | ||
CF | falls to the floor. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x card" | ||
CF | Which card do you mean, the ID card, or the green card? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "green" | ||
CF | It's a plain card of green plastic, embossed with the word "SAFETY" and | ||
CF | a pattern of bumps. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get it" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch green" | ||
CF | Touching the green card doesn't seem to have any effect. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "wear suit" | ||
CF | Okay, you're now wearing the radiation suit. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Changing Room | ||
CF | This is a drab, low-ceilinged rectangle, its west end becoming an | ||
CF | open shower area, its east end bearing a heavy steel door. A metal | ||
CF | bench runs along the north side of the room, while on the opposite wall | ||
CF | are steel clothing hooks. The scent of sweat and water sticks in the | ||
CF | corners of the room, at once familiar and squalid. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | You can't go that way. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x shower" | ||
CF | The west end of the room is tiled and set with faucets for showering. | ||
CF | Apparently privacy is not a major concern here, as there is no curtain. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Landing | ||
CF | Despite the fluorescent tubes set into the walls, this landing on | ||
CF | the staircase seems quite dark. Stairs go both up and down from this | ||
CF | landing, and a door leads west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), " d" | ||
CF | Radiation Area | ||
CF | This room is an elongated oval, with a staircase leading up at one | ||
CF | end and a glass hatch at the other. Rather than the fluorescent tubes | ||
CF | you've seen in the rest of the station, the room is lit by incandescent | ||
CF | bulbs, each surrounded by a mesh cage. Many of these bulbs have burned | ||
CF | out, leaving the room prey to milky shadows. The room is empty except | ||
CF | for a large, slanted control panel near the steps. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x hatch" | ||
CF | The steel framed glass hatch is closed, but through the door you see a | ||
CF | deep alcove. The alcove's bright metal walls are set with dozens of | ||
CF | tiny lenses. There's nothing in the radiation chamber. | ||
CF | | ||
CF | > | DavidW says, "careful here. Don't wanna zap something you shouldn't." | |
Knight_Otu says, "Yeah." | ||
Knight_Otu says (to ClubFloyd), "x panel" | ||
CF | A few steps from the staircase is a broad board, covered with all | ||
CF | manner of meters and LEDs, as well as a number of controls. The most | ||
CF | prominent of these is an oversized black button, surrounded by black | ||
CF | and yellow stripes and marked "RADIATE". Also on the control panel are | ||
CF | a small blue button, a white switch, a dial, and a card slot with a | ||
CF | green plastic outline. | ||
CF | | ||
CF | > | DavidW says, "so fancy microwave oven, I suppose." | |
Roger says, "IRRADIATE" | ||
Knight_Otu says (to ClubFloyd), "x blue" | ||
CF | Next to what appears to be a complex thermometer is a small blue | ||
CF | button. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x thermometer" | ||
CF | The thermometer seems to indicate that the radiation chamber is cool. | ||
CF | | ||
CF | > | DavidW says (to Roger), "You sounded just like a Dalek!" | |
Knight_Otu says (to ClubFloyd), "x switch" | ||
CF | The wide switch is made of white plastic. | ||
CF | | ||
CF | > | Roger says, "This research station would have really sucked for a colourblind scientist" | |
Knight_Otu says (to ClubFloyd), "x dial" | ||
CF | The large dial can be turned to settings numbered from 1 to 600. It's | ||
CF | currently set to 1. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x slot" | ||
CF | The slot is bordered with bright green plastic, making it stand out on | ||
CF | the control panel. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn), an ID card, a bible, a metal key, a | ||
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red | ||
CF | syringe, an amber marked syringe, a radiation suit (being worn), and a | ||
CF | green card. The flask seems to contain some dark liquid. | ||
CF | | ||
CF | > | DavidW says, "The safety card had bumps on it. Probably braille." | |
Knight_Otu says, "Yeah." | ||
Roger says, "It's good thinking that any sufficiently-unsafe situation might also be very dark" | ||
Knight_Otu says, "I'm not quite sure we have anything we want irradiated yet, and we wouldn't yet know how much." | ||
DavidW says, "You need more info, definitely." | ||
Knight_Otu says, "So, that leaves the two doors in the junction, and the device door at north end." | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Landing | ||
CF | Despite the fluorescent tubes set into the walls, this landing on | ||
CF | the staircase seems quite dark. Stairs go both up and down from this | ||
CF | landing, and a door leads west. | ||
CF | | ||
CF | > | DavidW says, "I think the cabinet might hold the main info, but Hosea might have something too. I don't remember." | |
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Very Low." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Hall | ||
CF | This is another empty hall of steel and tile, identical to the | ||
CF | others in its cold construction. It continues to the north and ends in | ||
CF | a junction to the south. Due perhaps to the utter silence in the hall, | ||
CF | or simply the unbearable cold worming up through your bare feet, you | ||
CF | find yourself, without thinking, walking on your tiptoes here. | ||
CF | | ||
CF | > | Knight_Otu says, "There is a gap in my map of about three rooms around records III. I'm not sure if I missed exits or if some rooms are bigger or smaller." | |
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x east door" | ||
CF | You can only make out a large, dark space through the glass of the | ||
CF | door. Next to the door is a card slot. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "SAVE" | ||
Knight_Otu says (to ClubFloyd), "cf3" | ||
CF | File to save game in > | ||
CF | Saved. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put id in east slot" | ||
CF | The door slides open and you remove the card. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Terran Gallery | ||
CF | The only lights in this vast chamber are small yellow bulbs set far | ||
CF | apart in the darkness, like stars. The light they offer is barely | ||
CF | enough for you to make out a staircase going up to your left and | ||
CF | another going down on your right. The door you entered from is west. | ||
CF | Around you, in the darkness, you hear chirps and growls that no normal | ||
CF | animal could make. They sound hungry. | ||
CF | | ||
CF | > | Knight_Otu says, "Hrm." | |
DavidW asks, "oh, didn't Hosea say something about gallery lights?" | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | (Opening the door) | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Records III | ||
CF | High white walls enclose this space. Around the room is a metal | ||
CF | ledge, conveniently set with scanning, typing, and printing equipment | ||
CF | for entering data. Three chairs face the ledge. The room is dominated | ||
CF | by a large screen on the north wall. To the south is the door out into | ||
CF | the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about gallery" | ||
CF | The screen reads: Gallery: The Babel Station contains an extensive | ||
CF | atrium gallery of cages, for the keeping of study specimens. The | ||
CF | amount of light entering the gallery from the dome over it can be | ||
CF | adjusted by aligning large polarizing filters, controlled near the | ||
CF | door. A second gallery, containing toxins and viruses, is located | ||
CF | nearby. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | You can't go that way. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Terran Gallery | ||
CF | The only lights in this vast chamber are small yellow bulbs set far | ||
CF | apart in the darkness, like stars. The light they offer is barely | ||
CF | enough for you to make out a staircase going up to your left and | ||
CF | another going down on your right. The door you entered from is west. | ||
CF | Around you, in the darkness, you hear chirps and growls that no normal | ||
CF | animal could make. They sound hungry. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x door" | ||
CF | It's open. | ||
CF | | ||
CF | > | DavidW asks, "x filters?" | |
Knight_Otu says (to ClubFloyd), "x filters" | ||
CF | I don't see any filters here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x filters" | ||
CF | I don't see any filters here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x east door" | ||
CF | You can only make out a large, dark space through the open door. Next | ||
CF | to the door is a card slot. | ||
CF | | ||
CF | > | Knight_Otu says, "Hm." | |
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Terran Gallery | ||
CF | The only lights in this vast chamber are small yellow bulbs set far | ||
CF | apart in the darkness, like stars. The light they offer is barely | ||
CF | enough for you to make out a staircase going up to your left and | ||
CF | another going down on your right. The door you entered from is west. | ||
CF | Around you, in the darkness, you hear chirps and growls that no normal | ||
CF | animal could make. They sound hungry. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | It's too dark to safely climb the stairs. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | It's too dark to safely descend the stairs. | ||
CF | | ||
CF | > | DavidW says, "Maybe they're knobs or switches or dials or sliders. there might be something." | |
Knight_Otu says (to ClubFloyd), "touch door" | ||
CF | Touching the door doesn't seem to have any effect. | ||
CF | | ||
CF | > | ||
You say (to ClubFloyd), "x wall" | ||
CF | You can only just make out a few glimmers on the walls by the faint | ||
CF | light in the room. Occasionally you sense movement in the darkness, | ||
CF | but you can't be sure. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x glimmers" | ||
CF | I don't know the word "glimmers". | ||
CF | | ||
CF | > | ||
You say (to ClubFloyd), "turn on light" | ||
CF | I don't know how to turn the distant lights on. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lights" | ||
CF | Perhaps two dozen tiny yellow lights shine in the vastness of the room. | ||
CF | Their pathetic light, spread thin, gives no illumination to the space. | ||
CF | | ||
CF | > | ||
You say (to ClubFloyd), "search door" | ||
CF | You find nothing of interest. | ||
CF | | ||
CF | > | DavidW says, "This is annoying." | |
Knight_Otu says (to ClubFloyd), "touch walls" | ||
CF | Touching the cages doesn't seem to have any effect. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "search walls" | ||
CF | You find nothing of interest. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Records III | ||
CF | High white walls enclose this space. Around the room is a metal | ||
CF | ledge, conveniently set with scanning, typing, and printing equipment | ||
CF | for entering data. Three chairs face the ledge. The room is dominated | ||
CF | by a large screen on the north wall. To the south is the door out into | ||
CF | the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about dome" | ||
CF | The screen reads: Gallery Lenses: Illumination to the atrium gallery | ||
CF | can be controlled by adjusting the alignment of the polarizing lenses | ||
CF | over the dome and completely blocked by setting any two of the three | ||
CF | lenses to the same alignment. | ||
CF | | ||
CF | > | DavidW says, "I'm tempted to look at my walkthrough now." | |
DavidW says, "So they all have to be different." | ||
DavidW asks, "examine lens or lenses?" | ||
Knight_Otu says, "But where are they? The only lenses I recall were in the radiation chamber." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lenses" | ||
CF | I don't see any lenses here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Terran Gallery | ||
CF | The only lights in this vast chamber are small yellow bulbs set far | ||
CF | apart in the darkness, like stars. The light they offer is barely | ||
CF | enough for you to make out a staircase going up to your left and | ||
CF | another going down on your right. The door you entered from is west. | ||
CF | Around you, in the darkness, you hear chirps and growls that no normal | ||
CF | animal could make. They sound hungry. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lenses" | ||
CF | I don't see any lenses here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lenses" | ||
CF | I don't see any lenses here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lenses" | ||
CF | I don't see any lenses here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | Knight_Otu asks, "Maybe we need to solve the power problem first?" | |
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Records III | ||
CF | High white walls enclose this space. Around the room is a metal | ||
CF | ledge, conveniently set with scanning, typing, and printing equipment | ||
CF | for entering data. Three chairs face the ledge. The room is dominated | ||
CF | by a large screen on the north wall. To the south is the door out into | ||
CF | the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about atrium" | ||
CF | I don't know the word "atrium". | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about lenses" | ||
CF | The screen reads: Gallery Lenses: Illumination to the atrium gallery | ||
CF | can be controlled by adjusting the alignment of the polarizing lenses | ||
CF | over the dome and completely blocked by setting any two of the three | ||
CF | lenses to the same alignment. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about gallery" | ||
CF | The screen reads: Gallery: The Babel Station contains an extensive | ||
CF | atrium gallery of cages, for the keeping of study specimens. The | ||
CF | amount of light entering the gallery from the dome over it can be | ||
CF | adjusted by aligning large polarizing filters, controlled near the | ||
CF | door. A second gallery, containing toxins and viruses, is located | ||
CF | nearby. | ||
CF | | ||
CF | > | DavidW says, "ok, examine the south door in Gallery Junction. There should be a recess to examine." | |
Knight_Otu says (to ClubFloyd), "s" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Gallery Junction | ||
CF | This smallish chamber is apparently a junction of hallways and | ||
CF | rooms. Through a sliding glass door on the east wall you see a huge, | ||
CF | dark room. A second sliding glass door, glowing with faint blue fire, | ||
CF | is to the south, but a large warning flashes over it. Next to each of | ||
CF | the glass doors is a card slot, identical to the ones in the halls. To | ||
CF | the west is a large bulkhead, propped open with a metal pole, and | ||
CF | flashing a red warning beacon similar to one on the south door. An | ||
CF | open passage leads north. The only other feature of the room besides | ||
CF | the doors is a small recess on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x south door" | ||
CF | The glass door on the south wall of the room is lit with conflicting | ||
CF | lights. The words "WARNING: TOXIN BREAKOUT" are projected in flashing | ||
CF | red on the door from within, while at the same time the whole door | ||
CF | shines with an internal blue light. Next to the door is a card slot. | ||
CF | Through the door you can see a small, dim room. The door is closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x recess" | ||
CF | A transparent panel with the words "POL. FILTER ALIGNMENT" etched on it | ||
CF | covers the small recess next to the east door. In the recess are three | ||
CF | colored sliders which can be set to positions marked 1, 2, and 3. The | ||
CF | red slider is currently set at 1, the yellow slider at 1, and the blue | ||
CF | slider at 2. Below the recess is a small, blinking button. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "set yellow to 3" | ||
CF | You'll have to open the recess first. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open recess" | ||
CF | Try pushing the button below the recess. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "push button" | ||
CF | The transparent door over the sliders moves away into the wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "set yellow to 3" | ||
CF | Okay, it's now set to 3. As you slide the switch into position, the | ||
CF | polarizing filters on the dome in the gallery open, filling the room | ||
CF | with dazzling light that washes through the glass door of the gallery | ||
CF | into the junction. | ||
CF | | ||
CF | > | Knight_Otu says, "I missed that recess the whole timw." | |
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Terran Gallery | ||
CF | You are standing on a circular metal walkway midway between the | ||
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the | ||
CF | floor and up to another walkway curve along the walls to your left and | ||
CF | your right, and a sliding glass door leads west into the hall. Easily | ||
CF | the most stunning thing about the room is the light, which cascades | ||
CF | down from above and trickles over the matrices of glass and steel that | ||
CF | make up the walls. Looking closer, you see that these are cages; | ||
CF | hundreds of cages of every size and geometry. Most appear empty, but | ||
CF | some have their odd inmates. You see both recognizable lab animals, | ||
CF | like rabbits and dogs, as well as other creatures. You stare at | ||
CF | slithering shadows from out of your nightmares and blue balls of fur | ||
CF | huddled in clusters. All the creatures seem to be emaciated and ill | ||
CF | from neglect; you realize that those you thought were only sleeping are | ||
CF | probably dead. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cages" | ||
CF | About half the cages are empty, the others containing odd animals that | ||
CF | can not be natural. Even the normal looking animals have odd, | ||
CF | unsettling traits to them. Many are dead, in varying stages of decay, | ||
CF | and, even as you quietly thank God that the cages keep in the smell, | ||
CF | you feel yourself becoming nauseous. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x animals" | ||
CF | About half the cages are empty, the others containing odd animals that | ||
CF | can not be natural. Even the normal looking animals have odd, | ||
CF | unsettling traits to them. Many are dead, in varying stages of decay, | ||
CF | and, even as you quietly thank God that the cages keep in the smell, | ||
CF | you feel yourself becoming nauseous. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Aquatic Gallery | ||
CF | You are standing at the bottom of a large, well-like room, its | ||
CF | shimmering walls stretching to a shining dome far above. The walls | ||
CF | here are made not of cages but tanks, filled with water and other | ||
CF | liquids. This is not a normal aquarium however, for among the familiar | ||
CF | anemones and flounders are other creatures, half organic and half | ||
CF | mechanical by their looks. A stairway curves up past a dark tank to | ||
CF | the level above. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x creatures" | ||
CF | Each of the oddly shaped tanks contains a number of different species, | ||
CF | apparently in what was once a balanced ecosystem. However, the balance | ||
CF | has degenerated from neglect; non-carnivorous fish are forced to devour | ||
CF | their companions like piranhas, and the tanks are murky with blood and | ||
CF | excrement. A few of the tanks are too dark to see into, and, for this, | ||
CF | part of you is thankful. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Terran Gallery | ||
CF | You are standing on a circular metal walkway midway between the | ||
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the | ||
CF | floor and up to another walkway curve along the walls to your left and | ||
CF | your right, and a sliding glass door leads west into the hall. Easily | ||
CF | the most stunning thing about the room is the light, which cascades | ||
CF | down from above and trickles over the matrices of glass and steel that | ||
CF | make up the walls. Looking closer, you see that these are cages; | ||
CF | hundreds of cages of every size and geometry. Most appear empty, but | ||
CF | some have their odd inmates. You see both recognizable lab animals, | ||
CF | like rabbits and dogs, as well as other creatures. You stare at | ||
CF | slithering shadows from out of your nightmares and blue balls of fur | ||
CF | huddled in clusters. All the creatures seem to be emaciated and ill | ||
CF | from neglect; you realize that those you thought were only sleeping are | ||
CF | probably dead. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Avian Gallery | ||
CF | The cages here bend up towards the large dome of the ceiling, and | ||
CF | appear to be made for flying creatures. This is an aviary out of a | ||
CF | twisted dream: pale dactylic creatures, as large as a man, scratch | ||
CF | about their empty cages, while a dozen violet hummingbirds lie dead in | ||
CF | their adjacent cubicle. You notice that the railing along the walkway | ||
CF | here flickers pale blue in one spot. A staircase curves down to the | ||
CF | mid-level, and the door to one large cage hangs open to the north. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x railing" | ||
CF | The walkway is about four feet wide, going all around the perimeter of | ||
CF | the room at this level. The large open space in the center is blocked | ||
CF | by a simple metal railing which glows blue in one spot. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch it" | ||
CF | As you touch the railing and experience a mild shock, there is a subtle | ||
CF | shift in the room. The light softens from morning to evening glow, the | ||
CF | birds in their cages flit gracefully from branch to branch. A | ||
CF | nightingale sings. Across the room from you, David and Alexis stand, | ||
CF | hand in hand, gazing through the dome. | ||
CF | | ||
CF | "What if we had wings, David?" murmurs Alexis. "Silver angel wings, | ||
CF | to fly into that clear, cold night. Leave all this behind us." | ||
CF | | ||
CF | "Why leave?" he asks, looking down into her face. "This is the first | ||
CF | place I've actually been able to do something. Is it wrong for me to | ||
CF | want to change the world?" | ||
CF | | ||
CF | "No, not for the better; but I'm scared," she says, looking down over | ||
CF | the railing. "This place is dangerous. 'Bettering mankind,' Jonas | ||
CF | says, but think of the toxins, the viruses, the biological terrors | ||
CF | we've created. Perhaps, in plowing straight towards scientific | ||
CF | knowledge, we've allowed ourselves to be corralled into something that | ||
CF | we really shouldn't have tampered with." | ||
CF | | ||
CF | "You've been listening to Brett again, haven't you?" chides David. | ||
CF | His voice is gentle, but there is a harsh edge to it, a brooding anger | ||
CF | under the kindness. "I cannot feel guilty for pursuing the truth, even | ||
CF | if its eventual outcome is one that people like Brett fear. Science is | ||
CF | the completeness, these things are just its by-products." He holds her | ||
CF | close, and she looks at him as the nightingale song gilds the air. He | ||
CF | sighs and gazes up into the appearing stars. "I promise," he says, | ||
CF | letting Brett and his anger drop from him, "this will all turn out | ||
CF | right, in the end. We can do wonderful things, you'll see." They | ||
CF | kiss, and the room fades back to the glaring morning, the singing | ||
CF | nightingale dead in her cage. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Avian Gallery | ||
CF | The cages here bend up towards the large dome of the ceiling, and | ||
CF | appear to be made for flying creatures. This is an aviary out of a | ||
CF | twisted dream: pale dactylic creatures, as large as a man, scratch | ||
CF | about their empty cages, while a dozen violet hummingbirds lie dead in | ||
CF | their adjacent cubicle. You notice that the railing along the walkway | ||
CF | here flickers pale blue in one spot. A staircase curves down to the | ||
CF | mid-level, and the door to one large cage hangs open to the north. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x calendar" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. Written on | ||
CF | the calendar you see the following notes: | ||
CF | | ||
CF | March 7, Entry, David arrives at Babel station. | ||
CF | March 7, David's Room, Jonas explains station to David. | ||
CF | March 7, Residential Storage, David and Alexis talk about station. | ||
CF | March 20, Alexis' Room, David jokes with Alexis. | ||
CF | March 30, East End, Brett, David and Alexis discuss fear. | ||
CF | April 2, Lab Hall II, David and Brett discuss the Telerus. | ||
CF | April 6, Lab Hall III, Jonas takes notes on Telerus. | ||
CF | April 7, Junction, Jonas and Brett discuss the need for a human trial | ||
CF | for the Telerus. | ||
CF | April 7, Avian Gallery, David and Alexis gaze at the stars. | ||
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. | ||
CF | April 24, Dining Room, Jonas insists on finishing the experiment. | ||
CF | April 25, Shed, Brett escapes. | ||
CF | April 25, Records II, Jonas and Alexis get ready to escape. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x creatures" | ||
CF | In the cages are every manner of bird and bat, most reduced to sharp, | ||
CF | half-feathered skeletons, looking hungrily through the cages at each | ||
CF | other. One bat-like creature gazes at you with far too intelligent | ||
CF | eyes through the suddenly delicate steel mesh that holds it. The door | ||
CF | to one large cage swings open on its hinges. Did something escape? Is | ||
CF | it hungry? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Cage | ||
CF | You peer cautiously around the open cage, trying not to breathe the | ||
CF | musky, rotting air. Matted hair covers the ground, and lying in one | ||
CF | corner, is a large, shadowy bulk. You make out a mass of wings | ||
CF | covering the heap and realize it is the dead body of whatever creature | ||
CF | lived in this cage. Judging by the bones and dark stains on the floor, | ||
CF | it was a carnivore. To the south is the door of the cage, smashed | ||
CF | open, next to which is a large bowl of water. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x hair" | ||
CF | The floor is made of matted hair, and is stained with the remains of | ||
CF | past meals. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x wings" | ||
CF | You take a step towards the large creature, and think you see one of | ||
CF | its multi-fold wings move a fraction. Your heart freezes. Was it a | ||
CF | trick of the light, or might the thing be alive? If it is, judging by | ||
CF | the stained white talons on the tips of its wings and the oddly | ||
CF | constructed jags of its beak, you don't want to be here. Indeed, if | ||
CF | this thing broke open its own cage in desperation, its strength is to | ||
CF | be reckoned with. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x bowl" | ||
CF | Next to the door is a broad, shallow bowl, filled with water. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get it" | ||
CF | The water would slip through your fingers and the bowl itself is too | ||
CF | big to easily carry. | ||
CF | | ||
CF | > | DavidW asks, "That is the only water in the game, isn't it?" | |
Knight_Otu says, "Well, technically we're surrounded by a lot of water in solid form." | ||
DavidW says, "technically" | ||
DavidW says, "But if you ever need water for something, this is it." | ||
Knight_Otu says, "Well, this netted us a memory, but I'm not sure there was anything else." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Avian Gallery | ||
CF | The cages here bend up towards the large dome of the ceiling, and | ||
CF | appear to be made for flying creatures. This is an aviary out of a | ||
CF | twisted dream: pale dactylic creatures, as large as a man, scratch | ||
CF | about their empty cages, while a dozen violet hummingbirds lie dead in | ||
CF | their adjacent cubicle. You notice that the railing along the walkway | ||
CF | here flickers pale blue in one spot. A staircase curves down to the | ||
CF | mid-level, and the door to one large cage hangs open to the north. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Terran Gallery | ||
CF | You are standing on a circular metal walkway midway between the | ||
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the | ||
CF | floor and up to another walkway curve along the walls to your left and | ||
CF | your right, and a sliding glass door leads west into the hall. Easily | ||
CF | the most stunning thing about the room is the light, which cascades | ||
CF | down from above and trickles over the matrices of glass and steel that | ||
CF | make up the walls. Looking closer, you see that these are cages; | ||
CF | hundreds of cages of every size and geometry. Most appear empty, but | ||
CF | some have their odd inmates. You see both recognizable lab animals, | ||
CF | like rabbits and dogs, as well as other creatures. You stare at | ||
CF | slithering shadows from out of your nightmares and blue balls of fur | ||
CF | huddled in clusters. All the creatures seem to be emaciated and ill | ||
CF | from neglect; you realize that those you thought were only sleeping are | ||
CF | probably dead. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Gallery Junction | ||
CF | This smallish chamber, apparently a junction of hallways and rooms, | ||
CF | is filled with light which washes in from a sliding glass door to the | ||
CF | east. Through this door you see a huge, sparkling, room. A second | ||
CF | sliding glass door, glowing with faint blue fire, is to the south, but | ||
CF | a large warning flashes over it. Next to each of the glass doors is a | ||
CF | card slot, identical to the ones in the halls. To the west is a large | ||
CF | bulkhead, propped open with a metal pole, and flashing a red warning | ||
CF | beacon similar to one on the south door. An open passage leads north. | ||
CF | The only other feature of the room besides the doors is a small recess | ||
CF | on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Records III | ||
CF | High white walls enclose this space. Around the room is a metal | ||
CF | ledge, conveniently set with scanning, typing, and printing equipment | ||
CF | for entering data. Three chairs face the ledge. The room is dominated | ||
CF | by a large screen on the north wall. To the south is the door out into | ||
CF | the hall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about radiation" | ||
CF | The screen reads: Radiation: Located beneath the lab hall is a small | ||
CF | radiation facility containing an exposure chamber capable of | ||
CF | administering low- to mid- level radiation to its contents. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about battery" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | DavidW says, "I think getting the cabinet open should be high priority." | |
Knight_Otu says (to ClubFloyd), "ask hosea about cabinet" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn), an ID card, a bible, a metal key, a | ||
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red | ||
CF | syringe, an amber marked syringe, a radiation suit (being worn), and a | ||
CF | green card. The flask seems to contain some dark liquid. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x flask" | ||
CF | The flask has a long, narrow neck with a tight-fitting cap and is | ||
CF | embossed with the letters "HS1" in bright red. In the flask you see | ||
CF | some dark liquid. The flask is currently closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about hs1" | ||
CF | The screen reads: HS1: Muscular Growth Hormone. Causes rapid tissue | ||
CF | growth, leading to dramatic, short-term strength increase. Safe for | ||
CF | human use. | ||
CF | | ||
CF | > | DavidW says, "You also might risk visiting the Toxin Gallery." | |
Knight_Otu says, "Yeah." | ||
Knight_Otu asks, "I guess the hormone is how we open the bathroom?" | ||
Knight_Otu says, "Anyway, we're closing in on the three-hour mark." | ||
DavidW says, "uh, yes, I think so, but you want to inject yourself with it right there. The boosted strength is brief." | ||
Knight_Otu says, "Yes, I understood that much." | ||
Knight_Otu says (to ClubFloyd), "ask hosea about syringe" | ||
CF | The screen reads: I have no information on that. | ||
CF | | ||
CF | > | DavidW says, "ok. Save and we can continue next week. We'll more than halfway done, but okay." | |
Knight_Otu says (to ClubFloyd), "save" | ||
CF | File to save game in > | ||
Knight_Otu says (to ClubFloyd), "cfbabel1" | ||
CF | Saved. | ||
CF | | ||
CF | > | Karona exclaims, "Thank you for driving, Knight!" | |
Knight_Otu exclaims, "Thanks!" | ||
DavidW says, "And you got a lot done too." | ||
Karona exclaims, "It was lovely seeing you again, DavidW!" | ||
DavidW says (to Karona), "Thanks. Nice to see you too." | ||
Knight_Otu exclaims, "Good night, and stay safe, everyone!" | ||
*** SESSION 2 *** | ||
DavidW says, "oh, right, Babel." | ||
DavidW says, "You guys didn't QUITE finish Babel." | ||
Knight_Otu says, "Yeah, there are a few things we should do, after a reread." | ||
DavidW says, "You'd explored almost everywhere, but I don't think you opened a locked cabinet yet." | ||
Knight_Otu says, "We have the strength hormone to probably open the bathroom, the toxin gallery to maybe explore, and I might have an idea about the cabinet maybe." | ||
DavidW says, "oh right, the bathroom door bit, yes." | ||
DavidW says, "You should probably do that next." | ||
Knight_Otu says, "Let me get my map, it got buried a bit." | ||
DavidW says (to ClubFloyd), "l" | ||
CF | Records III | ||
CF | High white walls enclose this space. Around the room is a metal | ||
CF | ledge, conveniently set with scanning, typing, and printing equipment | ||
CF | for entering data. Three chairs face the ledge. The room is dominated | ||
CF | by a large screen on the north wall. To the south is the door out into | ||
CF | the hall. | ||
CF | | ||
CF | > | DavidW asks, "That's north central, I think?" | |
Knight_Otu says, "North of East End." | ||
DavidW says, "oh. oops." | ||
Knight_Otu says, "Right, North End has that other strange device door." | ||
DavidW asks, "So we're near the toxicology lab, then?" | ||
Knight_Otu says (to ClubFloyd), "ask hosea about laboratory" | ||
CF | I don't know the word "laboratory". | ||
CF | | ||
CF | > | Knight_Otu says, "Yeah." | |
Knight_Otu says (to ClubFloyd), "ask hosea about lab" | ||
CF | The screen reads: Lab Hall: The Babel Station is equipped with a | ||
CF | complete biological lab hall. Below the hall is a compact, medium | ||
CF | power, radiation chamber. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ask hosea about hormones" | ||
CF | I don't know the word "hormones". | ||
CF | | ||
CF | > | ||
DavidW says (to ClubFloyd), "x flask" | ||
CF | The flask has a long, narrow neck with a tight-fitting cap and is | ||
CF | embossed with the letters "HS1" in bright red. In the flask you see | ||
CF | some dark liquid. The flask is currently closed. | ||
CF | | ||
CF | > | Knight_Otu says, "We are closest to the toxin gallery." | |
DavidW says, "ask Hosea about HS1" | ||
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. | Knight_Otu says, "The lab itself is close as well." | |
Knight_Otu says (to ClubFloyd), "ask hosea about hs1" | ||
CF | The screen reads: HS1: Muscular Growth Hormone. Causes rapid tissue | ||
CF | growth, leading to dramatic, short-term strength increase. Safe for | ||
CF | human use. | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Very Low. Repeat. Main Power Supply Very Low." | ||
CF | | ||
CF | > | Knight_Otu says, "And the power supply issue is there as well. Maybe it's just supposed to create a sense of urgency, but I'm not sure." | |
DavidW says, "I can't remember, but I didn't see any power station in our wanderings, so I think it runs out at the speed of plot." | ||
Knight_Otu says, "(And of course not to forget, we are an amnesiac probably scientist who got psychometric powers.)" | ||
Knight_Otu says (to ClubFloyd), "ask hosea about david" | ||
CF | The screen reads: Dr. David Telurien: Research scientist for Babel | ||
CF | Project. Most recent member of the staff, replacing Dr. Brian Thorne. | ||
CF | No specialization. | ||
CF | | ||
CF | > | Knight_Otu says, "And my suspicion is we're this person based on my reread." | |
Knight_Otu says (to ClubFloyd), "x calendar" | ||
CF | It's a plain calendar, with a wax pencil hanging from it. Written on | ||
CF | the calendar you see the following notes: | ||
CF | | ||
CF | March 7, Entry, David arrives at Babel station. | ||
CF | March 7, David's Room, Jonas explains station to David. | ||
CF | March 7, Residential Storage, David and Alexis talk about station. | ||
CF | March 20, Alexis' Room, David jokes with Alexis. | ||
CF | March 30, East End, Brett, David and Alexis discuss fear. | ||
CF | April 2, Lab Hall II, David and Brett discuss the Telerus. | ||
CF | April 6, Lab Hall III, Jonas takes notes on Telerus. | ||
CF | April 7, Junction, Jonas and Brett discuss the need for a human trial | ||
CF | for the Telerus. | ||
CF | April 7, Avian Gallery, David and Alexis gaze at the stars. | ||
CF | April 24, Center, Brett runs in, babbling about the Jabberwocky. | ||
CF | April 24, Dining Room, Jonas insists on finishing the experiment. | ||
CF | April 25, Shed, Brett escapes. | ||
CF | April 25, Records II, Jonas and Alexis get ready to escape. | ||
CF | | ||
CF | > | Knight_Otu says, "Notably, he is nowhere to be seen after April 7, and Alexis became more hostile to the rest of the team in those later scenes." | |
Knight_Otu says, "I guess there's some chance we're Jonas as well." | ||
Knight_Otu asks, "So, bathroom first, you suggested?" | ||
DavidW says, "Since we have an actual plan for there, yes. Or toxic lab, since we're close by." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Gallery Junction | ||
CF | This smallish chamber, apparently a junction of hallways and rooms, | ||
CF | is filled with light which washes in from a sliding glass door to the | ||
CF | east. Through this door you see a huge, sparkling, room. A second | ||
CF | sliding glass door, glowing with faint blue fire, is to the south, but | ||
CF | a large warning flashes over it. Next to each of the glass doors is a | ||
CF | card slot, identical to the ones in the halls. To the west is a large | ||
CF | bulkhead, propped open with a metal pole, and flashing a red warning | ||
CF | beacon similar to one on the south door. An open passage leads north. | ||
CF | The only other feature of the room besides the doors is a small recess | ||
CF | on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put card in south slot" | ||
CF | Which card do you mean, the ID card, or the green card? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "id" | ||
CF | The door slides open and you remove the card. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | As you step into the small room, you notice an open vial on the floor | ||
CF | marked "Jabberwocky Toxin: DANGER--FATAL" and you surmise that that | ||
CF | was the cause of the warning lights. You make sure your suit is | ||
CF | carefully sealed, and look around. | ||
CF | | ||
CF | Toxin Gallery | ||
CF | This room is quite dim, illuminated only by red lights above and | ||
CF | light coming through the glass door to the north, which is also the | ||
CF | room's only exit. Inset in the walls are row upon row of brackets, | ||
CF | holding small glass vials, scores of them, which glitter like stars in | ||
CF | the artificial night of the room. Large glass panels slide on tracks | ||
CF | over the brackets to protect the fragile looking objects. One open | ||
CF | section of brackets, right in front of you, is surrounded by a sort of | ||
CF | metal frame to set it off from the rest. | ||
CF | | ||
CF | > | DavidW says, "oh! The radiation suit is helping us here!" | |
DavidW says, "Perhaps if we came in without it, we'd be in trouble." | ||
Knight_Otu says, "Woohoo. The one bit of clothing the game allows usto wear." | ||
Knight_Otu says (to ClubFloyd), "x vial" | ||
CF | Which vial do you mean, the broken vial, or the Telerus vial? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "broken" | ||
CF | On the floor near the door is a broken glass vial, its contents spilled | ||
CF | into the air of the small room. The label reads "Jabberwocky Toxin: | ||
CF | DANGER--FATAL". | ||
CF | | ||
CF | > | DavidW says, "hm. Bet we want that Telerus vial." | |
Knight_Otu says (to ClubFloyd), "x telerus" | ||
CF | The toxin is a thin liquid, almost completely transparent, with faint | ||
CF | streaks of orange. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get it" | ||
CF | You'll have to open the Telerus vial first. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get telerus vial" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x it" | ||
CF | The vial is marked "Telerus toxin". In the Telerus vial you see the | ||
CF | Telerus toxin. | ||
CF | | ||
CF | > | DavidW says, "I think that's all we want from this room." | |
Knight_Otu says (to ClubFloyd), "x jabberwocky" | ||
CF | On the floor near the door is a broken glass vial, its contents spilled | ||
CF | into the air of the small room. The label reads "Jabberwocky Toxin: | ||
CF | DANGER--FATAL". | ||
CF | | ||
CF | > | Knight_Otu says, "I see no blue glow, so, yeah." | |
Knight_Otu says (to ClubFloyd), "n" | ||
CF | (Opening the door) | ||
CF | Gallery Junction | ||
CF | This smallish chamber, apparently a junction of hallways and rooms, | ||
CF | is filled with light which washes in from a sliding glass door to the | ||
CF | east. Through this door you see a huge, sparkling, room. A second | ||
CF | sliding glass door, glowing with faint blue fire, is to the south, but | ||
CF | a large warning flashes over it. Next to each of the glass doors is a | ||
CF | card slot, identical to the ones in the halls. To the west is a large | ||
CF | bulkhead, propped open with a metal pole, and flashing a red warning | ||
CF | beacon similar to one on the south door. An open passage leads north. | ||
CF | The only other feature of the room besides the doors is a small recess | ||
CF | on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "close south door" | ||
CF | The door has slid into the wall, and you aren't sure how to make it | ||
CF | close again. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "out id in south slot" | ||
CF | I don't recognize that sentence. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put id in south slot" | ||
CF | The door slides open and you remove the card. | ||
CF | | ||
CF | > | DavidW says, "oops" | |
Knight_Otu says, "This seems like a serious security oversight." | ||
DavidW says, "mmhm" | ||
Knight_Otu says, "But then, the whole base is one." | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East End | ||
CF | You're standing at the eastern extremity of an abandoned hall, which | ||
CF | continues back to the west. In front of you is a large bulkhead with a | ||
CF | flashing red beacon on it. Almost drowned out by the red glare of the | ||
CF | beacon, you see the bulkhead itself has a vague blue glow about it. To | ||
CF | the north is another door, with a card slot next to it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | East Hall | ||
CF | Your nose is bitten by the scent of cleaning alcohol, present in all | ||
CF | the halls, and especially here. The stainless corridor continues to | ||
CF | the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Antechamber | ||
CF | This is a small diamond shaped room that provides a transition from | ||
CF | the sharp, metal cold of the hall to the residential quarters beyond. | ||
CF | Southeast and down a step is the entry area of the station, northwest | ||
CF | and up a step are the quarters for the station crew. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | David's Room | ||
CF | There is something off-center and deeply disturbing about this small | ||
CF | space. While the dresser, bed, table and bookshelf that comprise the | ||
CF | only furnishings of the room are normal enough (rather featureless in | ||
CF | fact), certain details are amiss. The thick glass doors on the | ||
CF | bookshelf are cracked and shattered in places, the sheets of the bed | ||
CF | are in terrible disarray, and, easily most disturbing, a thin trail of | ||
CF | blood leads across the carpet from the bathroom door to the east out | ||
CF | the south door. You also notice the table glows with an unearthly | ||
CF | light. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn), an ID card, a bible, a metal key, a | ||
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red | ||
CF | syringe, an amber marked syringe, a radiation suit (being worn), a | ||
CF | green card, and a Telerus vial. The flask seems to contain some dark | ||
CF | liquid. The Telerus vial seems to contain the Telerus toxin. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "fill amber with dark liquid" | ||
CF | You'll have to open the flask first. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open flask" | ||
CF | Opened. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "fill amber with dark liquid" | ||
CF | You pour the fluid into the amber syringe, leaving a thin, dark film | ||
CF | still inside the flask. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "inject amber" | ||
CF | You ease the needle into your arm and depress the plunger. Almost | ||
CF | immediately, you feel a grey burn in your veins making you writhe. | ||
CF | When it subsides you notice that your biceps are visibly larger. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open bathroom door" | ||
CF | The door sticks a bit, but you are able to push it open with the added | ||
CF | strength from the hormone injection. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Bathroom | ||
CF | As you enter the room, you feel an almost physical shock. Your | ||
CF | stomach tenses. Your hair stands along your neck. What is it? The | ||
CF | only furnishings of the room are a toilet, a sink, and a tiny shower, | ||
CF | all in white. But there's something missing. On the tile wall, where | ||
CF | the mirror ought to be, is a ragged, blood stained frame. Something, | ||
CF | with apparently great force, must have ripped the mirror right off the | ||
CF | wall, and cut itself in the process. Your eyes follow the bloody trail | ||
CF | across the pristine tile and see the mirror on the floor, partially | ||
CF | hidden by the toilet, its surface smeared with dried blood. The | ||
CF | tension in your body increases and you notice a steady ache in your | ||
CF | hand, slowly radiating out from a long cut you hadn't noticed before. | ||
CF | You feel a need to move back west into the bedroom and out of this | ||
CF | tight space. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x mirror" | ||
CF | Your body trembles as you kneel on the icy tiles and look down into the | ||
CF | blood-misted depths of the mirror. For a moment, all you can make out | ||
CF | are streaks and shadows, then the image clears with terrible | ||
CF | recognition. Staring back at you from beneath the blood is a terrified | ||
CF | young man, with blond hair framing a face itself stained with blood. | ||
CF | Suspicions crystalize into facts. You recognize the face from the | ||
CF | visions: David Telurien, the new arrival. You. You. Your eyes, | ||
CF | widely and unevenly dilated, gaze with empty horror. You are this man, | ||
CF | and yet you do not know him. Your mind searches desperately for one | ||
CF | memory to connect you with this pale and blood-spattered face. Nothing | ||
CF | comes. Shock. The Void opens before you. Your head falls back onto | ||
CF | the tile. | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | Memory. You remember boiling with rage and power. Seeing your face in | ||
CF | the mirror, the face of a lunatic. Ripping the mirror from the wall. | ||
CF | Cutting your hand and smearing the blood. Shattering every other | ||
CF | mirror you could find. Pacing. Waiting. | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | You awake on the hard tile floor, dazzled by the whiteness of the | ||
CF | walls. Your head pulses with pain, each bone in you trembles. Ever so | ||
CF | slowly, you stand. | ||
CF | | ||
CF | > | Knight_Otu says, "Yep. We're David Telurien, and we were the human test subject for the Telurien toxin." | |
DavidW says, "Now you really need to get that cabinet open." | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Bathroom | ||
CF | Despite its harmless white tile, this room exudes a claustrophobic | ||
CF | terror. You can not keep your eyes from moving to the blood smeared | ||
CF | mirror lying in the corner. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | David's Room | ||
CF | There is something off-center and deeply disturbing about this small | ||
CF | space. While the dresser, bed, table and bookshelf that comprise the | ||
CF | only furnishings of the room seem basically the same as you've seen | ||
CF | them in the rest of the residential quarters, certain details are | ||
CF | amiss. The thick glass doors on the bookshelf are cracked and | ||
CF | shattered in places, the sheets of the bed are in terrible disarray, | ||
CF | and, easily most disturbing, a thin trail of blood leads across the | ||
CF | carpet from the bathroom door to the east out the south door. | ||
CF | | ||
CF | You are surprised to see that, besides the table, which was glowing | ||
CF | earlier, the shattered glass of the bookcase also drips with blue | ||
CF | light. You assume that the incident with the mirror somehow increased | ||
CF | your tellurgic powers. What other things in this place might now have | ||
CF | visions linked to them? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch bookcase" | ||
CF | The glass shards sparkle as the cracks disappear and the glass is made | ||
CF | whole again. You hear weeping and look up to see David on the bed, his | ||
CF | body twitching with his quiet sobs. Alexis is on the bed too, her arm | ||
CF | around David, trying to comfort him. The look on her face though, | ||
CF | unseen by David, is filled with the same frustration and sorrow. | ||
CF | | ||
CF | "It's gone so wrong," he says, his voice distorted by his tears. "I | ||
CF | wanted to make it work, to prove my worth, to really do something, but | ||
CF | now... I don't even know what I am. More and more, I just black out, | ||
CF | and there's such power and rage and... God!" Alexis, through her own | ||
CF | obvious pain, tries to comfort him, but he keeps talking, fast and | ||
CF | oblivious. "The worst part is finding out. I don't know what I've | ||
CF | done, and then I see the damage I've caused and it comes back to me, in | ||
CF | fragments like little needles. Brett was right. We've gone too far. | ||
CF | I've crossed the line." Silence falls softly after the torrent of | ||
CF | words. He looks at Alexis, seeing for the first time that her cheeks | ||
CF | are as tear-stained as his. "We've got to make it stop." Mute, she | ||
CF | nods slowly. "The anti-toxin?" he says quietly. "They've got to be | ||
CF | ready now; they can't need more proof." | ||
CF | | ||
CF | Alexis opens her mouth, and tries to say something, but only a dry | ||
CF | rattle comes out. She coughs harshly and starts again, her speech very | ||
CF | slow and cautious. "That's what I came here to tell you in the first | ||
CF | place. Jonas decided..." She stops, realizing how David is looking at | ||
CF | her, his face tight with hope. She forces her eyes down and mumbles, | ||
CF | "Jonas decided that the tests were sufficient, we should be able to | ||
CF | administer in a few days." David's entire body is transformed with | ||
CF | relief; he reaches out to embrace Alexis, but she stands and turns | ||
CF | away. David looks up at her, a question forming on his lips. | ||
CF | | ||
CF | "No," she says suddenly, cutting off the question. "I can't lie | ||
CF | anymore. I just can't." She continues, her voice mechanical, her eyes | ||
CF | locked on the wall, only her quaking knees revealing the turmoil inside | ||
CF | her. "Jonas says that the experiment has to be finished no matter what | ||
CF | the results are." Silence. "He refuses to formulate the anti-toxin." | ||
CF | She turns slowly to see David, who has stood from the bed in shock. | ||
CF | "He sent me to tell you, and..." She stands frozen, as though David's | ||
CF | wide eyes had turned her into stone. Somehow, she forces out the | ||
CF | words, "And to lock you in your room until he needs you." David | ||
CF | stands, motionless, expressionless, while Alexis trembles by the door. | ||
CF | She takes David's key from his dresser, and backs into the hall, her | ||
CF | eyes never leaving the statue standing by the bed. "I'm sorry," she | ||
CF | whispers. Then again, whispering at every step back, never getting | ||
CF | louder. She leaves the room and shuts the door. You hear the lock | ||
CF | click and Alexis suddenly crying through the steel door, "I'm sorry!" | ||
CF | David stands, white with tension, then, like a thread breaking, swings | ||
CF | around and puts his fist through the glass doors of the bookcase. The | ||
CF | glass shatters, and you stand alone in the room. | ||
CF | | ||
CF | > | DavidW says, "oh, I forgot about this. New blue spots unlocked." | |
DavidW asks, "I think all four residential rooms get a new one?" | ||
Knight_Otu says, "Geeze these people." | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Alexis' Room | ||
CF | This appears to be a real "room," that is, it feels almost like | ||
CF | home, despite its spare furnishings. The nondescript furniture--a | ||
CF | metal desk, a bookcase, a dresser and a short bed--through the most | ||
CF | subtle alterations, give the room a warm feeling. Everything from the | ||
CF | fading smell of lilacs, to the small, glowing bud vase on the table, | ||
CF | speak of an occupant determined to make a home in this sterile | ||
CF | building. The bathroom door is to the west and a second door to the | ||
CF | north leads out. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Bathroom | ||
CF | The bathroom is as cold and functional as the rest of the station, | ||
CF | its white angles deformed in the reflection of a shattered mirror above | ||
CF | the sink. To the east is Alexis' room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Alexis' Room | ||
CF | This appears to be a real "room," that is, it feels almost like | ||
CF | home, despite its spare furnishings. The nondescript furniture--a | ||
CF | metal desk, a bookcase, a dresser and a short bed--through the most | ||
CF | subtle alterations, give the room a warm feeling. Everything from the | ||
CF | fading smell of lilacs, to the small, glowing bud vase on the table, | ||
CF | speak of an occupant determined to make a home in this sterile | ||
CF | building. The bathroom door is to the west and a second door to the | ||
CF | north leads out. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Brett's Room | ||
CF | This room is a complete wreck; the sheets are torn from the bare | ||
CF | mattress, the bedding thrown on the floor. A dresser and a glass | ||
CF | doored bookcase lay on their sides, their contents flung in wild piles | ||
CF | over the floor. You can barely see a path through the junk to the | ||
CF | bathroom door on the north wall or the hall door to the west. | ||
CF | | ||
CF | The mattress now glows blue amid the tangled sheets. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch mattress" | ||
CF | Your vision is filled by a flapping flash of white as someone rips the | ||
CF | sheets from the bed. As the sheets fall to the floor, you see Jonas | ||
CF | searching the bed with unnatural haste. Behind him, Alexis is | ||
CF | systematically going through piles of books. | ||
CF | | ||
CF | "It must be here, he must have written it down," mutters Jonas. "He | ||
CF | could never remember anything." | ||
CF | | ||
CF | "He knew his Bible to the letter," answers Alexis, not looking up. | ||
CF | | ||
CF | Likewise, without pausing in his search, Jonas replies, "Alexis, do not | ||
CF | mock me. You have ruined everything. We must work together now to get | ||
CF | out of this situation, but do not think I have forgiven you." | ||
CF | | ||
CF | "Why do we need to find the combination anyway? So the main gate is | ||
CF | locked. If we're leaving we won't need to use it anymore." | ||
CF | | ||
CF | "Because Brett might want to use it again. Unless we change the | ||
CF | combination, which we can't do until we know what the current | ||
CF | combination is, he could fly up here any time and have access to all of | ||
CF | this. This is a dangerous place, we can not have it in the hands of a | ||
CF | lunatic." | ||
CF | | ||
CF | "It is in the hands of a lunatic," says Alexis, making a sound you | ||
CF | might mistake for a laugh. "Brett was probably the sanest of all of | ||
CF | us, he got out. I should have followed while I had the chance." | ||
CF | | ||
CF | Apparently giving up on his search of the bed, Jonas rounds sharply on | ||
CF | Alexis. "Show me the note again." Alexis hands him a slip of paper, | ||
CF | which he reads quickly and then throws into the corner. "And he said | ||
CF | nothing more when he came to you?" | ||
CF | | ||
CF | "I told you already. He came in in the middle of the night, woke me, | ||
CF | gave me the letter, and left without saying anything." | ||
CF | | ||
CF | "It is still hard for me to believe that you let him go without | ||
CF | alerting me. If you hadn't waited until this morning to tell me we | ||
CF | might have had a chance of detaining him here." | ||
CF | | ||
CF | "That's why I didn't tell you." | ||
CF | | ||
CF | Finally the thin ice of the conversation cracks and Jonas violently | ||
CF | pushes over the dresser, shouting. "Everything is RUINED now! If we | ||
CF | still had the three of us here we could have cleared things up and gone | ||
CF | on. It would have been difficult, but possible. With only the two of | ||
CF | us here, however, we are not enough to deal with the problems that have | ||
CF | arisen. We have no option to but flee, leaving all our precious work | ||
CF | behind in this ice bound casket!" | ||
CF | | ||
CF | "There are more important things than these experiments!" shouts | ||
CF | Alexis, standing eye to eye with Jonas. | ||
CF | | ||
CF | He begins to speak, his tone suddenly flat and cruel. "Yes. More | ||
CF | important. Like David's life, I'm sure." Alexis looks at him, | ||
CF | puzzled. "Certainly you realize? We've lost the game, and his life is | ||
CF | forfeit. There's no way we can safely take him out of here, he has | ||
CF | degenerated too far." | ||
CF | | ||
CF | "What do you mean?" says Alexis, suddenly trembling. "All we need to | ||
CF | do is mix the components, radiate the anti-toxin, and administer it." | ||
CF | | ||
CF | Jonas answers smoothly, "We don't have the time to find out the | ||
CF | necessary intensity of radiation to activate it." | ||
CF | | ||
CF | "It's at setting 414. I've been testing." | ||
CF | | ||
CF | "Against my direct orders?" His hate is readily apparent, but his | ||
CF | control shows that he expected this. "Even so, there is too much risk | ||
CF | involved," he continues, unabashed. "Attempting to administer the | ||
CF | formula while he is in this state could prove fatal, and the anti-toxin | ||
CF | is intrinsically unstable, it would probably degenerate by the time you | ||
CF | could get near him. Moreover, have you considered how we are to get a | ||
CF | sample of the Telerus, since the Jabberwocky toxin has been released in | ||
CF | the sample gallery?" You see Alexis' face transform with fear and then | ||
CF | quickly regain its defiant strength. | ||
CF | | ||
CF | "There is a way. There has got to be." | ||
CF | | ||
CF | "Perhaps," replies Jonas coolly. "However, it is not a viable solution | ||
CF | in this crisis situation. There is no time. And, because I knew you | ||
CF | would try this, you should know that I have destroyed the key to the | ||
CF | cabinet containing the anti-toxin base and its formula. There is no | ||
CF | way now. He too must be entombed here, with the rest of the monsters." | ||
CF | | ||
CF | Alexis' eyes distort and she opens her mouth to scream. You see her | ||
CF | start to lunge forward, poised to attack. But the image, clear up to | ||
CF | this point, suddenly cuts off, before the sound can escape her lips. | ||
CF | | ||
CF | > | DavidW says, "Setting 414. Remember that." | |
Knight_Otu says, "Noted." | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Jonas' Room | ||
CF | This room conveys the same sense of cleanliness and formal chill | ||
CF | you've felt in the rest of the station, despite the soft cream sheets | ||
CF | on the bed and an antique roll-top desk in the corner. Next to the | ||
CF | desk are a simple dresser and a bookshelf. To the south is the | ||
CF | bathroom door, and to the east the round room. | ||
CF | | ||
CF | You notice the blotter on the desk is now glowing faintly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch blotter" | ||
CF | You feel a strong surge up your arm and the figures of Jonas, Alexis | ||
CF | and Brett form in the room with you, clear and well defined. You can | ||
CF | feel tension pulling the air and realize you're witnessing the middle | ||
CF | of a fight. | ||
CF | | ||
CF | "Exactly what are you saying?" Brett says, taking one slow step | ||
CF | towards Jonas. | ||
CF | | ||
CF | "Don't look at me like that," he says, staring the taller man down. | ||
CF | "The decision is not mine, it never was mine." The words aren't even | ||
CF | out of his mouth when Alexis explodes in rage. | ||
CF | | ||
CF | "You could have at least told us!" she shouts, her tone roaring with | ||
CF | fury. "And you were obligated to tell David. You have deceived him as | ||
CF | well as Brett and me, and it could mean his death. You have no right | ||
CF | to refuse him the anti-toxin!" | ||
CF | | ||
CF | "I disagree, Dr. Stevansen. I am under direct orders from the | ||
CF | Administrative Agency, which, unquestionably, gives me the right. | ||
CF | While I understand your point, there is nothing to be done about it | ||
CF | now, so please lower your voice." His tone is as solid as ice and he | ||
CF | stares at Alexis with eyes of Arctic calm. His glare is so intense | ||
CF | that Brett takes a half step back, even though the look was not | ||
CF | directed at him. Alexis quivers, trying to hold her tongue. "What is | ||
CF | imperative now," continues Jonas, "is that David must not find out what | ||
CF | is going on. He is already markedly dangerous; an inflammation such as | ||
CF | this could be disastrous." | ||
CF | | ||
CF | Brett moves to reply, but Alexis' voice flatly cuts him off. "And how | ||
CF | long are we to allow this to go on?" | ||
CF | | ||
CF | "Until the toxin runs its complete course. The tests indicate that can | ||
CF | not be any longer than a few weeks." | ||
CF | | ||
CF | Brett speaks, nearly babbling, his panic starting to become apparent, | ||
CF | "But if he's slid this far in eight days, who knows what--" | ||
CF | | ||
CF | He stops short as Alexis, in a voice that allows no others, slowly, | ||
CF | with pained calm, presents her own question. "And if, as the tests | ||
CF | suggest, complete mental breakdown or death will occur once the toxin | ||
CF | is allowed to run full course...?" | ||
CF | | ||
CF | "Then our results will be proved and we will be able to move on with | ||
CF | the project." Here Jonas pauses for argument, but none comes, the | ||
CF | others either shocked or frustrated into silence. "So, to summarize, | ||
CF | despite David's requests, we are not to formulate nor administer any | ||
CF | anti-toxin. If his pleas do become violent we may inject a placebo, | ||
CF | but nothing more. Those are our orders. Hate me if you will, but it | ||
CF | is my responsibility, as leader of this project, to follow orders." | ||
CF | | ||
CF | He turns to face Alexis but she has already started out the door, her | ||
CF | face slack as if anaesthetized. Calmly, Jonas says to Brett, "Keep a | ||
CF | close watch on her, and report to me." Brett looks at Jonas, equal | ||
CF | parts hate and fear in his eyes. Jonas returns only ice. The vision | ||
CF | fades. | ||
CF | | ||
CF | > | Knight_Otu says, "This lot." | |
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Bathroom | ||
CF | Sparse and functional, the bathroom sports a small shower, sink, and | ||
CF | toilet. The only other furnishing is a shattered mirror above the white | ||
CF | basin. Jonas' room is to the north. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Jonas' Room | ||
CF | This room conveys the same sense of cleanliness and formal chill | ||
CF | you've felt in the rest of the station, despite the soft cream sheets | ||
CF | on the bed and an antique roll-top desk in the corner. Next to the | ||
CF | desk are a simple dresser and a bookshelf. To the south is the | ||
CF | bathroom door, and to the east the round room. | ||
CF | | ||
CF | You notice the blotter on the desk is now glowing faintly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "nw" | ||
CF | Dining Room | ||
CF | This sizable octagonal chamber is the dining/meeting room of the | ||
CF | residential section. In one corner, a counter and a few appliances and | ||
CF | cabinets designate the kitchenette. The only other fixture in the room | ||
CF | is a metal table with four chairs, which seems dwarfed and isolated in | ||
CF | the middle of the floor. An arch in the southeast wall leads to the | ||
CF | round room and another door by the kitchenette in the southwest wall | ||
CF | leads to a storage area. | ||
CF | | ||
CF | Both the kitchenette counter and the table glow blue. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch table" | ||
CF | You press your fingers to the hard metal of the table, which flashes to | ||
CF | life on contact. On each of the four sides sits one of the scientists, | ||
CF | looking serious and tense. Jonas speaks, covering the tension with | ||
CF | authority. | ||
CF | | ||
CF | "As you all know, the Telerus toxin, easily the most unique and perhaps | ||
CF | the most astounding development to come from this lab, has finally been | ||
CF | perfected. The anti-toxin too has been completed. However, there is a | ||
CF | major obstacle in our path." He looks at the faces around the table. | ||
CF | It is obvious they know all this, that he is recapping for formality's | ||
CF | sake. "We must learn exactly what the effects on tellurgic capacity | ||
CF | are from this drug before we can send it to other facilities outside | ||
CF | this station, but we simply can not get this information from animal | ||
CF | testing alone. We need to perform a human trial." He looks again from | ||
CF | face to face, all of which have remained frozen. "I am asking, | ||
CF | doctors, for a volunteer." | ||
CF | | ||
CF | No one moves for a long moment. You feel emotions in each of the | ||
CF | faces, powerful, conflicting, and confused. Finally, his face | ||
CF | betraying nothing, David says, "All right. There is no other way | ||
CF | around it. I'll do it." Alexis gasps, but he does not respond, | ||
CF | staring straight ahead at Jonas. | ||
CF | | ||
CF | Brett turns to him, his calm shattered. "Are you insane? Do you | ||
CF | realize--" | ||
CF | | ||
CF | "Be quiet, Dr. Owen," states Jonas, his voice pushing down the speaker, | ||
CF | while his eyes never leave David's. | ||
CF | | ||
CF | "I will not be quiet!" yells Brett, standing so abruptly you hear the | ||
CF | joint of his left leg squeak. "Of all the cracked designs you've | ||
CF | engaged us in, this is the most heinous!" | ||
CF | | ||
CF | "Please Brett, let me talk," says David, his tone almost serene. | ||
CF | Unused to this from the younger scientist, Brett slowly sits. "You all | ||
CF | know how I've dreamed to truly do something for science. This is my | ||
CF | chance, finally. Obviously, I see it's dangerous, but we all need | ||
CF | something that we're willing to risk our lives for. Something we can | ||
CF | honestly belive in, and this is what I belive. Please, don't take it | ||
CF | from me. I volunteer." Jonas says nothing, and the air is strained | ||
CF | again. Neither Jonas or Brett see it, but you catch in your peripheral | ||
CF | vision that David reaches over, under the table, and takes Alexis' | ||
CF | hand. Her face staying solemn, as it has through all of this, she | ||
CF | desperately grabs his hand with hers. Jonas nods, and you see her | ||
CF | hands shudder and hold even tighter. | ||
CF | | ||
CF | "Thank you David," says Jonas, his tone flat as always, but a copy of a | ||
CF | smile on his lips. "Everything is prepared. We shall begin the trial | ||
CF | tomorrow." His voice takes on a hint of inflection, almost grandeur, | ||
CF | as he continues, rising. "What we do here will be a boon to humanity | ||
CF | beyond all reckoning, a marvel of true science for the future and for | ||
CF | the purpose of bettering mankind--" | ||
CF | | ||
CF | The vision abruptly ends, the table deserted. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "sw" | ||
CF | Residential Storage | ||
CF | The storage area is a tiny rectangle, illuminated by one flickering | ||
CF | panel light. A filter in the ceiling blows in chilly, damp air. | ||
CF | Rudimentary metal shelves, some showing signs of rust, line the walls, | ||
CF | covered with canned goods and sealed containers of food. Nothing | ||
CF | perishable, and certainly nothing exceptional. In the northeast corner | ||
CF | is the door, opposite which is a pegboard for hanging tools. The board | ||
CF | is glowing faint blue. You also note one segment of shelves has | ||
CF | collapsed, its contents lying on the floor. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ne" | ||
CF | Dining Room | ||
CF | This sizable octagonal chamber is the dining/meeting room of the | ||
CF | residential section. In one corner, a counter and a few appliances and | ||
CF | cabinets designate the kitchenette. The only other fixture in the room | ||
CF | is a metal table with four chairs, which seems dwarfed and isolated in | ||
CF | the middle of the floor. An arch in the southeast wall leads to the | ||
CF | round room and another door by the kitchenette in the southwest wall | ||
CF | leads to a storage area. | ||
CF | | ||
CF | Both the kitchenette counter and the table glow blue. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Round Room | ||
CF | Despite the blank white walls and the colorless sunlight from the | ||
CF | skylight above you, this circular chamber almost seems hospitable. The | ||
CF | thin shag carpet that would be an abomination in any other setting | ||
CF | seems to massage your feet after the freezing tiles of the hallway, and | ||
CF | the air here is only cold, instead of the bone scratching chill you | ||
CF | were growing accustomed to in the rest of the station. To the north, | ||
CF | south, east, and west are identical steel doors, each bearing a name | ||
CF | plate. Two arches, the only attempt you've seen so far at form rather | ||
CF | than function in the design of this building, lead out to the northwest | ||
CF | and southeast. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Antechamber | ||
CF | This is a small diamond shaped room that provides a transition from | ||
CF | the sharp, metal cold of the hall to the residential quarters beyond. | ||
CF | Southeast and down a step is the entry area of the station, northwest | ||
CF | and up a step are the quarters for the station crew. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "se" | ||
CF | Entry Area | ||
CF | This is the southern end of a hall, which continues back to the | ||
CF | north. To the east is a door with a card slot on the wall next to it, | ||
CF | and opposite it, on the west wall, is a much larger, more complex door, | ||
CF | a bulkhead, which glows blue. Next to the bulkhead, to the northwest, | ||
CF | is another door, smaller than the other two, where the wall juts out | ||
CF | slightly. The cold here is even stronger than in the rest of the | ||
CF | building, and you shiver violently. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Communications Room | ||
CF | You are in some sort of communications center. Tall machines, | ||
CF | barnacled with speakers and keyboards, crowd the tight space. The | ||
CF | largest machine in the room stands directly in front of you and bears a | ||
CF | screen covered in flashing figures. On the west wall, next to the | ||
CF | door, the power box hangs open. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | South Hall | ||
CF | This hall extends far to the north and south, illuminated by white | ||
CF | lights bright enough to make your head throb. To the east is the | ||
CF | communications room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Center | ||
CF | Three halls, to the north, south, and east, converge here. Each | ||
CF | hall is framed with an identical metal door frame. Identical except | ||
CF | for the east hall's door, which glows slightly. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | North Hall | ||
CF | This is the middle of a silent hall that continues to the north and | ||
CF | south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | North End | ||
CF | White light glares off steel and sanitary white tile at the end of | ||
CF | this hall. To the west is a door with a small slot next to it, | ||
CF | probably used for a card key of some kind. To the north is another | ||
CF | door, with an odd object connected between the handle and the door | ||
CF | frame. The northeast corner is filled with an imposing bulkhead | ||
CF | covered with various bio-hazard labels. The hall continues to the | ||
CF | south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "ne" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cabinet" | ||
CF | Against the wall is a steel cabinet, about waist high. At the bottom | ||
CF | of its door is a heavy ring, parallel to another ring on the cabinet | ||
CF | frame. Through these rings passes a heavy looking lock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lock" | ||
CF | Passing through two rings on the cabinet is a sturdy padlock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn), an ID card, a bible, a metal key, a | ||
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red | ||
CF | syringe, an amber marked syringe, a radiation suit (being worn), a | ||
CF | green card, and a Telerus vial. The Telerus vial seems to contain the | ||
CF | Telerus toxin. | ||
CF | | ||
CF | > | DavidW asks, "I think there must be a new memory just east of here?" | |
Knight_Otu says (to ClubFloyd), "x battery" | ||
CF | It's a large battery, about the same shape, though slightly smaller, | ||
CF | than a car battery. One corner has been dented, causing a visible slit | ||
CF | to open along the top edge of the battery. On the side of the battery | ||
CF | is a sticker that reads: "Warning: Contents highly corrosive." | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Very Low. Repeat. Main Power Supply Very Low." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Medical Alcove | ||
CF | The dominating element of this small cube is the color white. The | ||
CF | walls are white, the stiff bed by the east wall is covered in white | ||
CF | sheets, and the counter sticking out of the wall in the corner looks as | ||
CF | though it were carved from snow. Even the air smells as if it has been | ||
CF | scoured bare. | ||
CF | | ||
CF | The only hint of color in the room is the large sink set into the | ||
CF | counter, which glows a silky blue. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch sink" | ||
CF | There's a sharp tingle in your fingers, and you see that the sink is | ||
CF | now filled with water. Brett stands right next to you, drying his | ||
CF | quivering hands while David, in a loose hospital gown, sits on the bed, | ||
CF | with Alexis to one side. Jonas is facing him, talking low. | ||
CF | | ||
CF | "You mustn't be afraid David," he says. "We have everything planned | ||
CF | out, as you know. After the toxin is introduced, you will continue a | ||
CF | light series of duties here, while we watch your reaction over time, | ||
CF | and test your tellurgic abilities." He pauses, as David's eyes are | ||
CF | drawn to Brett, who wordlessly fills a syringe from a vial marked | ||
CF | "TELERUS TOXIN." Jonas continues, commanding David's attention. "We | ||
CF | are all aware of the potential dangers of this, it's no use denying | ||
CF | that. However, as it will only take a matter of minutes to formulate | ||
CF | the anti-toxin when it's needed, and we have planned for every possible | ||
CF | reaction to the toxin, the danger has been minimized to a fraction. | ||
CF | Think of the boon you'll be giving to mankind. The ability to see the | ||
CF | past, to--" | ||
CF | | ||
CF | Brett steps forward silently, Jonas stops. All is ready. David holds | ||
CF | out his left arm for the needle. Alexis grasps his right hand, tight, | ||
CF | a movement which Jonas coldly ignores. You see Alexis try to get David | ||
CF | to look at her, but his eyes are caught on something in Brett's eyes | ||
CF | that you can't see. You think it might be pity. The needle sinks in | ||
CF | and you feel a pain in your left arm. Not so much a real pain, but the | ||
CF | memory of the sting. The image fades. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Supply Closet | ||
CF | This small circular room holds all manner of boxes and bottles on | ||
CF | its recessed shelves. In some of the open boxes you see new test | ||
CF | tubes, vials of unknown chemicals and the like. There are doors on | ||
CF | both the west and north walls. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour battery on lock" | ||
CF | You can't pour that! | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open battery" | ||
CF | You can't do that bare handed. | ||
CF | | ||
CF | > | DavidW says, "It's the acid you need to pour, not the battery." | |
DavidW says, "You also have an unused tool." | ||
Knight_Otu says, "I mean, yes, but also, it would be done so using the battery." | ||
Knight_Otu says (to ClubFloyd), "open battery with screwdriver" | ||
CF | You pry the top corner of the battery back, revealing the greenish acid | ||
CF | inside. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour acid on lock" | ||
CF | The acid sizzles on contact, but the thick steel of the lock and the | ||
CF | rings is impervious. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x cabinet" | ||
CF | Against the wall is a steel cabinet, about waist high. At the bottom | ||
CF | of its door is a heavy ring, parallel to another ring on the cabinet | ||
CF | frame. Through these rings passes a heavy looking lock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour acid on rings" | ||
CF | The acid sizzles on contact, but the thick steel of the lock and the | ||
CF | rings is impervious. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour acid on cabinet" | ||
CF | The acid does a small amount of damage to the thick metal of the | ||
CF | cabinet, but nothing useful. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x battery" | ||
CF | The large battery has been pried open, revealing the greenish acid | ||
CF | inside. On the side of the battery is a sticker that reads: "Warning: | ||
CF | Contents highly corrosive." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x lock" | ||
CF | Passing through two rings on the cabinet is a sturdy padlock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open lock with screwdriver" | ||
CF | I don't know how to open the heavy lock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "i" | ||
CF | You have a gown (being worn), an ID card, a bible, a metal key, a | ||
CF | sketch book, a calendar, a screwdriver, a battery, a flask, a red | ||
CF | syringe, an amber marked syringe, a radiation suit (being worn), a | ||
CF | green card, and a Telerus vial. The battery seems to contain a large | ||
CF | quantity of battery acid. The Telerus vial seems to contain the | ||
CF | Telerus toxin. | ||
CF | | ||
CF | > | DavidW says, "The acid is the right idea. You just haven't found the cabinet's weakest point." | |
Knight_Otu says (to ClubFloyd), "x cabinet" | ||
CF | Against the wall is a steel cabinet, about waist high. At the bottom | ||
CF | of its door is a heavy ring, parallel to another ring on the cabinet | ||
CF | frame. Through these rings passes a heavy looking lock. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x frame" | ||
CF | I don't see any frame here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x door" | ||
CF | Which door do you mean, the east door, the swinging doors, or the | ||
CF | cabinet door? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "cabinet" | ||
CF | The steel door is held by two flimsy aluminum hinges on the right side | ||
CF | and a heavy lock in the bottom left corner. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour acid on hinges" | ||
CF | The acid eats away the flimsy hinges, and soon the door of the cabinet | ||
CF | falls to the side, swinging from the still sturdy lock. In the safe | ||
CF | are some notes, a glowing shelf, and the base vial. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get notes" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "read them" | ||
CF | notes: The papers are covered with diagrams and formulae, that you can | ||
CF | not completely follow. The gist of it seems to be that by the Telerus | ||
CF | toxin and the anti-toxin base will stay separate like oil and vinegar | ||
CF | until thoroughly mixed. When the particles are thus intermingled, | ||
CF | radiation, at a level unspecified in the notes, will activate the | ||
CF | compound and form an anti-toxin that can reverse the effects of the | ||
CF | Telerus within 15 to 45 minutes. The anti-toxin is unstable however, | ||
CF | and will degenerate back into base and toxin components shortly after | ||
CF | radiation if it's not injected. Re-mixing and radiating would then be | ||
CF | necessary. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get base" | ||
CF | You'll have to open the base vial first. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get base vial" | ||
CF | Taken. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x shelf" | ||
CF | In the cabinet is a metal shelf, dividing the cabinet space in half. | ||
CF | The shelf glows an unnatural blue. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "touch it" | ||
CF | As you bend and touch the metal shelf, you instantly see two people in | ||
CF | your periphery. Without standing up, fearing it would dispel the | ||
CF | image, you can make out Jonas' angled frame to your left and David's | ||
CF | smaller one to your right. His hands are down, holding the vial and | ||
CF | the notes that were in the cabinet when you first opened it. You also | ||
CF | see the cabinet door is back on its hinges. | ||
CF | | ||
CF | "Well, that's basically all there is," says David, shuffling slowly | ||
CF | through his notes. "We've perfected the Telerus toxin, and all the | ||
CF | anti-toxin needs is to combine this base with a sample of the toxin and | ||
CF | radiate it--I'll figure out at what level tomorrow--and that too will | ||
CF | be done." | ||
CF | | ||
CF | "Do I detect displeasure in your voice, Dr. Telurien?" asks Jonas | ||
CF | simply. | ||
CF | | ||
CF | "In a way, yes," says David, putting the base and the notes in the | ||
CF | cabinet and shutting the door, which passes through your bent body | ||
CF | without any effect. "I'm upset that we won't see it go any farther. | ||
CF | If the Administrative Agency denies human tests, which they may be | ||
CF | justified in doing, all this development will have been a dead end." | ||
CF | | ||
CF | "At my behest, the Agency is reconsidering human testing. With the | ||
CF | anti-toxin now completed, they may allow it. And even if not, they are | ||
CF | still greatly interested in the capabilities of the Telerus. We shall | ||
CF | continue on. One way or another." He slides the lock solidly into the | ||
CF | rings on the cabinet and the vision is gone, the cabinet door hanging | ||
CF | open again. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | The cabinet seems to contain a glowing shelf. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Landing | ||
CF | Despite the fluorescent tubes set into the walls, this landing on | ||
CF | the staircase seems quite dark. Stairs go both up and down from this | ||
CF | landing, and a door leads west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Radiation Area | ||
CF | This room is an elongated oval, with a staircase leading up at one | ||
CF | end and a glass hatch at the other. Rather than the fluorescent tubes | ||
CF | you've seen in the rest of the station, the room is lit by incandescent | ||
CF | bulbs, each surrounded by a mesh cage. Many of these bulbs have burned | ||
CF | out, leaving the room prey to milky shadows. The room is empty except | ||
CF | for a large, slanted control panel near the steps. | ||
CF | | ||
CF | > | DavidW asks, "I forget, can we save our game?" | |
Knight_Otu says (to ClubFloyd), "SAVE" | ||
Knight_Otu says (to ClubFloyd), "cf4" | ||
CF | File to save game in > | ||
CF | Saved. | ||
CF | | ||
CF | > | Knight_Otu says, "We can." | |
DavidW says, "Good. You can make a fatal mistake if you're not careful." | ||
Knight_Otu says (to ClubFloyd), "x vial" | ||
CF | Which vial do you mean, the Telerus vial, or the base vial? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "base" | ||
CF | The vial is marked "Telerus Anti-Toxin (BASE ONLY)". In the base vial | ||
CF | you see the anti-toxin base. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x notes" | ||
CF | The papers are covered with diagrams and formulae that you can not | ||
CF | completely follow. The gist of it seems to be that the Telerus toxin | ||
CF | and the anti-toxin base will stay separate like oil and vinegar until | ||
CF | thoroughly mixed. When the particles are thus intermingled, radiation, | ||
CF | at a level unspecified in the notes, will activate the compound and | ||
CF | form an anti-toxin that can reverse the effects of the Telerus within | ||
CF | 15 to 45 minutes. The anti-toxin is unstable however, and will | ||
CF | degenerate back into base and toxin components shortly after radiation | ||
CF | if it's not injected. Re-mixing and radiating would then be necessary. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open telerus vial" | ||
CF | Opened. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open base vial" | ||
CF | Opened. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour base into telerus vial" | ||
CF | That would overfill the Telerus vial | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour telerus into base vial" | ||
CF | That would overfill the base vial | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x flask" | ||
CF | The flask has a long, narrow neck with a tight-fitting cap and is | ||
CF | embossed with the letters "HS1" in bright red. There's nothing in the | ||
CF | flask but traces of the hormone formula, which stick to the sides of | ||
CF | the flask. The flask is currently open. | ||
CF | | ||
CF | > | Knight_Otu says, "That seems like a bad idea to mix in the hormone remnants." | |
Knight_Otu says (to ClubFloyd), "x amber" | ||
CF | The syringe is marked with little amber lines for measuring. There's | ||
CF | nothing in the amber syringe. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x red" | ||
CF | The syringe is marked with little red lines for measuring. There's | ||
CF | nothing in the red syringe. | ||
CF | | ||
CF | > | DavidW says, "yup. You need to clean that flask first." | |
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Landing | ||
CF | Despite the fluorescent tubes set into the walls, this landing on | ||
CF | the staircase seems quite dark. Stairs go both up and down from this | ||
CF | landing, and a door leads west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | The cabinet seems to contain a glowing shelf. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Supply Closet | ||
CF | This small circular room holds all manner of boxes and bottles on | ||
CF | its recessed shelves. In some of the open boxes you see new test | ||
CF | tubes, vials of unknown chemicals and the like. There are doors on | ||
CF | both the west and north walls. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Hall | ||
CF | This is another empty hall of steel and tile, identical to the | ||
CF | others in its cold construction. It continues to the north and ends in | ||
CF | a junction to the south. Due perhaps to the utter silence in the hall, | ||
CF | or simply the unbearable cold worming up through your bare feet, you | ||
CF | find yourself, without thinking, walking on your tiptoes here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Gallery Junction | ||
CF | This smallish chamber, apparently a junction of hallways and rooms, | ||
CF | is filled with light which washes in from a sliding glass door to the | ||
CF | east. Through this door you see a huge, sparkling, room. A second | ||
CF | sliding glass door, glowing with faint blue fire, is to the south, but | ||
CF | a large warning flashes over it. Next to each of the glass doors is a | ||
CF | card slot, identical to the ones in the halls. To the west is a large | ||
CF | bulkhead, propped open with a metal pole, and flashing a red warning | ||
CF | beacon similar to one on the south door. An open passage leads north. | ||
CF | The only other feature of the room besides the doors is a small recess | ||
CF | on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "e" | ||
CF | Terran Gallery | ||
CF | You are standing on a circular metal walkway midway between the | ||
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the | ||
CF | floor and up to another walkway curve along the walls to your left and | ||
CF | your right, and a sliding glass door leads west into the hall. Easily | ||
CF | the most stunning thing about the room is the light, which cascades | ||
CF | down from above and trickles over the matrices of glass and steel that | ||
CF | make up the walls. Looking closer, you see that these are cages; | ||
CF | hundreds of cages of every size and geometry. Most appear empty, but | ||
CF | some have their odd inmates. You see both recognizable lab animals, | ||
CF | like rabbits and dogs, as well as other creatures. You stare at | ||
CF | slithering shadows from out of your nightmares and blue balls of fur | ||
CF | huddled in clusters. All the creatures seem to be emaciated and ill | ||
CF | from neglect; you realize that those you thought were only sleeping are | ||
CF | probably dead. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Avian Gallery | ||
CF | The cages here bend up towards the large dome of the ceiling, and | ||
CF | appear to be made for flying creatures. This is an aviary out of a | ||
CF | twisted dream: pale dactylic creatures, as large as a man, scratch | ||
CF | about their empty cages, while a dozen violet hummingbirds lie dead in | ||
CF | their adjacent cubicle. You notice that the railing along the walkway | ||
CF | here flickers pale blue in one spot. A staircase curves down to the | ||
CF | mid-level, and the door to one large cage hangs open to the north. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Cage | ||
CF | You peer cautiously around the open cage, trying not to breathe the | ||
CF | musky, rotting air. Matted hair covers the ground, and lying in one | ||
CF | corner, is a large, shadowy bulk. You make out a mass of wings | ||
CF | covering the heap and realize it is the dead body of whatever creature | ||
CF | lived in this cage. Judging by the bones and dark stains on the floor, | ||
CF | it was a carnivore. To the south is the door of the cage, smashed | ||
CF | open, next to which is a large bowl of water. | ||
CF | | ||
CF | > | DavidW says, "oh, good, you remembered." | |
Knight_Otu says (to ClubFloyd), "clean flask" | ||
CF | (with the bowl of water) | ||
CF | You rinse and polish the flask clean. | ||
CF | | ||
CF | > | Knight_Otu says, "You did make a point of noting it." | |
Knight_Otu says (to ClubFloyd), "s" | ||
CF | Avian Gallery | ||
CF | The cages here bend up towards the large dome of the ceiling, and | ||
CF | appear to be made for flying creatures. This is an aviary out of a | ||
CF | twisted dream: pale dactylic creatures, as large as a man, scratch | ||
CF | about their empty cages, while a dozen violet hummingbirds lie dead in | ||
CF | their adjacent cubicle. You notice that the railing along the walkway | ||
CF | here flickers pale blue in one spot. A staircase curves down to the | ||
CF | mid-level, and the door to one large cage hangs open to the north. | ||
CF | | ||
CF | > | DavidW says, "I did. I'm a bad person." | |
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Terran Gallery | ||
CF | You are standing on a circular metal walkway midway between the | ||
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the | ||
CF | floor and up to another walkway curve along the walls to your left and | ||
CF | your right, and a sliding glass door leads west into the hall. Easily | ||
CF | the most stunning thing about the room is the light, which cascades | ||
CF | down from above and trickles over the matrices of glass and steel that | ||
CF | make up the walls. Looking closer, you see that these are cages; | ||
CF | hundreds of cages of every size and geometry. Most appear empty, but | ||
CF | some have their odd inmates. You see both recognizable lab animals, | ||
CF | like rabbits and dogs, as well as other creatures. You stare at | ||
CF | slithering shadows from out of your nightmares and blue balls of fur | ||
CF | huddled in clusters. All the creatures seem to be emaciated and ill | ||
CF | from neglect; you realize that those you thought were only sleeping are | ||
CF | probably dead. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Aquatic Gallery | ||
CF | You are standing at the bottom of a large, well-like room, its | ||
CF | shimmering walls stretching to a shining dome far above. The walls | ||
CF | here are made not of cages but tanks, filled with water and other | ||
CF | liquids. This is not a normal aquarium however, for among the familiar | ||
CF | anemones and flounders are other creatures, half organic and half | ||
CF | mechanical by their looks. A stairway curves up past a dark tank to | ||
CF | the level above. | ||
CF | | ||
CF | In the center of the floor you see a faint patch of blue light. | ||
CF | | ||
CF | > | DavidW says, "oh yes. This." | |
Knight_Otu says (to ClubFloyd), "touch patch" | ||
CF | As you come in contact with the strangely shaped patch of light, it | ||
CF | resolves itself into a spreading pool of dark liquid, then fades | ||
CF | altogether. From far above you, you hear voices in heated argument. | ||
CF | Though the voices are garbled horribly, you recognize the metal | ||
CF | monotone of the first speaker as Jonas. You don't think you've ever | ||
CF | heard the second speaker. | ||
CF | | ||
CF | "And just what," says Jonas, "do you intend on doing, Dr. Thorne? | ||
CF | Disobeying direct orders from the Administration Agency?" | ||
CF | | ||
CF | "Jonas, what you are suggesting is not only completely amoral, it is | ||
CF | fundamentally against natural law." | ||
CF | | ||
CF | "It is a direct order. We are not to judge such things, only to carry | ||
CF | them out." | ||
CF | | ||
CF | "I've had enough of just carrying things out. Listen to Brett for | ||
CF | once. We've developed things here that could wreak absolute chaos on | ||
CF | mankind. It has to stop somewhere, and human tests for the Telerus | ||
CF | toxin, which we haven't even perfected yet, will be that line for me." | ||
CF | | ||
CF | "Will it now?" Silence echoes down the shaft. "In that case, it is my | ||
CF | absolute duty to this project, and to the Administrative Agency, to | ||
CF | replace you with someone who will be more conducive to our goals." | ||
CF | | ||
CF | "You don't have that power." | ||
CF | | ||
CF | "Don't I?" There is the sound of a sudden struggle, muffled in static, | ||
CF | and then a scream as a man's shadow plummets through the light of the | ||
CF | dome, and fades out just before it smashes into the steel floor. | ||
CF | | ||
CF | > | Knight_Otu says, "Yeah, I suspected as much." | |
DavidW says, "mmhm" | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Terran Gallery | ||
CF | You are standing on a circular metal walkway midway between the | ||
CF | floor and ceiling of a vast, cylindrical room. Staircases down to the | ||
CF | floor and up to another walkway curve along the walls to your left and | ||
CF | your right, and a sliding glass door leads west into the hall. Easily | ||
CF | the most stunning thing about the room is the light, which cascades | ||
CF | down from above and trickles over the matrices of glass and steel that | ||
CF | make up the walls. Looking closer, you see that these are cages; | ||
CF | hundreds of cages of every size and geometry. Most appear empty, but | ||
CF | some have their odd inmates. You see both recognizable lab animals, | ||
CF | like rabbits and dogs, as well as other creatures. You stare at | ||
CF | slithering shadows from out of your nightmares and blue balls of fur | ||
CF | huddled in clusters. All the creatures seem to be emaciated and ill | ||
CF | from neglect; you realize that those you thought were only sleeping are | ||
CF | probably dead. | ||
CF | | ||
CF | You hear a distant, metallic voice say, "Warning. Main Power Supply | ||
CF | Very Low. Repeat. Main Power Supply Very Low." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Gallery Junction | ||
CF | This smallish chamber, apparently a junction of hallways and rooms, | ||
CF | is filled with light which washes in from a sliding glass door to the | ||
CF | east. Through this door you see a huge, sparkling, room. A second | ||
CF | sliding glass door, glowing with faint blue fire, is to the south, but | ||
CF | a large warning flashes over it. Next to each of the glass doors is a | ||
CF | card slot, identical to the ones in the halls. To the west is a large | ||
CF | bulkhead, propped open with a metal pole, and flashing a red warning | ||
CF | beacon similar to one on the south door. An open passage leads north. | ||
CF | The only other feature of the room besides the doors is a small recess | ||
CF | on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "s" | ||
CF | As you step into the small room, you notice an open vial on the floor | ||
CF | marked "Jabberwocky Toxin: DANGER--FATAL" and you surmise that that | ||
CF | was the cause of the warning lights. You make sure your suit is | ||
CF | carefully sealed, and look around. | ||
CF | | ||
CF | Toxin Gallery | ||
CF | This room is quite dim, illuminated only by red lights above and | ||
CF | light coming through the glass door to the north, which is also the | ||
CF | room's only exit. Inset in the walls are row upon row of brackets, | ||
CF | holding small glass vials, scores of them, which glitter like stars in | ||
CF | the artificial night of the room. Large glass panels slide on tracks | ||
CF | over the brackets to protect the fragile looking objects. One open | ||
CF | section of brackets, right in front of you, is surrounded by a sort of | ||
CF | metal frame to set it off from the rest. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Gallery Junction | ||
CF | This smallish chamber, apparently a junction of hallways and rooms, | ||
CF | is filled with light which washes in from a sliding glass door to the | ||
CF | east. Through this door you see a huge, sparkling, room. A second | ||
CF | sliding glass door, glowing with faint blue fire, is to the south, but | ||
CF | a large warning flashes over it. Next to each of the glass doors is a | ||
CF | card slot, identical to the ones in the halls. To the west is a large | ||
CF | bulkhead, propped open with a metal pole, and flashing a red warning | ||
CF | beacon similar to one on the south door. An open passage leads north. | ||
CF | The only other feature of the room besides the doors is a small recess | ||
CF | on the east wall. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Hall | ||
CF | This is another empty hall of steel and tile, identical to the | ||
CF | others in its cold construction. It continues to the north and ends in | ||
CF | a junction to the south. Due perhaps to the utter silence in the hall, | ||
CF | or simply the unbearable cold worming up through your bare feet, you | ||
CF | find yourself, without thinking, walking on your tiptoes here. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Lab Entrance | ||
CF | At this end of the hall are a pair of large, swinging doors which | ||
CF | lead north. Through portholes in the doors, you can see an odd | ||
CF | collection of scientific and medical equipment. A smaller door is set | ||
CF | in the east wall and the hall continues to the south. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Lab Hall III | ||
CF | You are standing at the eastern end of a long vaulted room filled | ||
CF | with scientific equipment: the lab hall, the heart of the Babel | ||
CF | station. A large steel table here, identical to other tables farther | ||
CF | down the hall, is half covered with various instruments and papers in a | ||
CF | jumbled mess. The other half of the table is cleared except for three | ||
CF | small cages, which glow blue. Against the north wall is a white metal | ||
CF | cabinet, and swinging double doors in the south wall lead out of the | ||
CF | lab. A smaller door is to the east, while the lab hall continues to | ||
CF | the west. | ||
CF | The cabinet seems to contain a glowing shelf. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall II | ||
CF | This is the center of a large, grey hall: something like a cross | ||
CF | between a hospital operating room and a chemistry lab. Along the north | ||
CF | wall is a bank of dark computers, while what you think is an electron | ||
CF | microscope sits next to the south wall, silently glowing blue. In the | ||
CF | center of the room is another large metal table, covered with balances, | ||
CF | beakers and test tubes. The lab extends away to the east and west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | Lab Hall I | ||
CF | You are standing at the far western end of the lab hall, which runs | ||
CF | back east. A heavy bulkhead dominates the southwest corner of the | ||
CF | room, while a staircase along the south wall leads down. In the middle | ||
CF | of the room, two steel tables have been pushed together to form a | ||
CF | larger surface, apparently used for dissection. At the moment, two | ||
CF | frogs lay opened on the table, the formaldehyde barely keeping away the | ||
CF | dying scent of decay. Over the rest of the table are various | ||
CF | dissecting implements and a pair of simple microscopes. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | You can't go that way. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Landing | ||
CF | Despite the fluorescent tubes set into the walls, this landing on | ||
CF | the staircase seems quite dark. Stairs go both up and down from this | ||
CF | landing, and a door leads west. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "d" | ||
CF | Radiation Area | ||
CF | This room is an elongated oval, with a staircase leading up at one | ||
CF | end and a glass hatch at the other. Rather than the fluorescent tubes | ||
CF | you've seen in the rest of the station, the room is lit by incandescent | ||
CF | bulbs, each surrounded by a mesh cage. Many of these bulbs have burned | ||
CF | out, leaving the room prey to milky shadows. The room is empty except | ||
CF | for a large, slanted control panel near the steps. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "SAVE" | ||
Knight_Otu says (to ClubFloyd), "cf5" | ||
CF | File to save game in > | ||
CF | Saved. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour base in flask" | ||
CF | Done. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "pour telerus in flask" | ||
CF | Done. | ||
CF | | ||
CF | > | DavidW says, "Should be mostly smooth sailing now." | |
Knight_Otu says (to ClubFloyd), "close flask" | ||
CF | Closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "shake flask" | ||
CF | The Telerus toxin and the anti-toxin base bubble violently as they are | ||
CF | combined. The reaction lasts only a few seconds, creating the inactive | ||
CF | Telerus anti-toxin. | ||
CF | | ||
CF | > | Roger says, "that's what the scientists thought last time" | |
DavidW says, "yes well" | ||
Knight_Otu says, "Yeah." | ||
Knight_Otu says (to ClubFloyd), "open chamber" | ||
CF | Opened. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put flask in it" | ||
CF | Done. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "close it" | ||
CF | The clean flask is already closed! | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "close chamber" | ||
CF | Closed. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x panel" | ||
CF | A few steps from the staircase is a broad board, covered with all | ||
CF | manner of meters and LEDs, as well as a number of controls. The most | ||
CF | prominent of these is an oversized black button, surrounded by black | ||
CF | and yellow stripes and marked "RADIATE". Also on the control panel are | ||
CF | a small blue button, a white switch, a dial, and a card slot with a | ||
CF | green plastic outline. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "set dial to 414" | ||
CF | Okay, it's now turned to 414. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "put green in slot" | ||
CF | Done. As you insert the card, there is a loud hissing noise as two | ||
CF | panels of Plexiglas slide over the hatch at the other end of the room. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "push radiate" | ||
CF | You hear a calm electric voice say "Please seal the radiation chamber | ||
CF | door before attempting radiation. Thank you." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x blue" | ||
CF | Next to what appears to be a complex thermometer is a small blue | ||
CF | button. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x white" | ||
CF | Which white do you mean, the gown, or the white switch? | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "switch" | ||
CF | The wide switch is made of white plastic. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "push it" | ||
CF | You flip the switch and a hissing noise comes from the hatch. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "push radiate" | ||
CF | You hear a loud humming noise and a sharp light pierces the room from | ||
CF | behind the hatch. In a moment it fades and a mechanical voice says, | ||
CF | "Radiation complete." | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open chamber" | ||
CF | The heavy Plexiglas panels keep you from opening the hatch. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "get green card" | ||
CF | Taken. As you remove the card from the slot, the Plexiglas panels over | ||
CF | the hatch slide slowly back into the walls. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open chamber" | ||
CF | You reach towards the door to open it and nearly burn your hand on the | ||
CF | hot metal. You're going to need to cool down the chamber before you | ||
CF | can open it. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "x blue" | ||
CF | Next to what appears to be a complex thermometer is a small blue | ||
CF | button. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "push it" | ||
CF | As you press the button, you hear a hiss and see the glass door mist | ||
CF | up. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open chamber" | ||
CF | The door seems sealed shut. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "push white" | ||
CF | You flip the switch and a hissing noise comes from the hatch. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open chamber" | ||
CF | Opened. | ||
CF | | ||
CF | > | Knight_Otu says, "This radiation business is surproisingly coimplicayted." | |
Knight_Otu says (to ClubFloyd), "get flask" | ||
CF | You take the flask out of the chamber, and stare at the emerald liquid | ||
CF | inside. This is the anti-toxin, the cure. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "open it" | ||
CF | Opened. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "fill red with anti-toxin" | ||
CF | Done. | ||
CF | | ||
CF | > | DavidW says, "Hurry. Remember the anti-toxin is unstable." | |
Knight_Otu says (to ClubFloyd), "inject red" | ||
CF | You look warily at the fluid in the syringe. Is this indeed the | ||
CF | solution, the cure which will return you to your normal self and give | ||
CF | you back your memories? Or is it possible that you've missed a step in | ||
CF | the formulation, overlooked some necessary compound? There is only one | ||
CF | way to find out. Not noticing the pain, you push the needle into your | ||
CF | arm and depress the plunger. | ||
CF | | ||
CF | | ||
CF | Immediately, an itching fire starts spreading along your arm. It flows | ||
CF | through your bloodstream towards your head, singeing nerves as it | ||
CF | travels. You sense it coming, know it will reach your brain in a | ||
CF | matter of minutes. You feel it slowly explode through your chest, and | ||
CF | then your neck. Minutes lengthen, and then your eyes begin to fade. | ||
CF | The pain, coursing through your body, is numbing. You feel an itching | ||
CF | darkness come, and the ground pulls you towards it. Darkness. | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | Darkness. You hear a shifting voice talking to someone miles away. | ||
CF | The voice whispers, "Main power supply failing. Switching to auxiliary | ||
CF | power supply. Switching to auxiliary power supply." The pain is not | ||
CF | gone. | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | Darkness. But it is a different darkness; colder but without | ||
CF | suffering. One by one, you feel yourself opening eyes within you. | ||
CF | Memories tip-toe back. Your revolutionary treatise on biological | ||
CF | memory; your invitation to work here, at this mysterious and wonderful | ||
CF | place. Your meeting Alexis, and your falling in love with her gentle | ||
CF | hands and honeyed hair. The need for the human trial, the | ||
CF | volunteering. The nightmare. Your slow loss of memories, sanity. | ||
CF | Blocks of black time that you could not recall, periods of | ||
CF | uncontrollable anger and power. Being locked in your room. Sneaking | ||
CF | out. Releasing the Jabberwocky in a wild, mindless fit. Hiding; half | ||
CF | mad, half starved. Something else... | ||
CF | | ||
CF | | ||
CF | | ||
CF | | ||
CF | Darkness, but your eyes are open. The floor is hard and cold with | ||
CF | reality. It takes all your strength to return to your feet in the | ||
CF | gloom. The power must have gone off again. You breathe slowly. You | ||
CF | slowly look over your body, familiar now. You are yourself again, sane | ||
CF | and safe. But you are still abandoned somewhere in the Arctic. What | ||
CF | now? | ||
CF | | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "l" | ||
CF | Radiation Area | ||
CF | The darkness here is tangible, a lapping sea of black. It feels as | ||
CF | though it is trying to swallow you, and you keep one foot on the stairs | ||
CF | as some sort of anchor. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Landing | ||
CF | The darkness floods down like water from above and puddles at the | ||
CF | bottom of the stairs below you. By memory you know that staircases | ||
CF | from here lead up and down. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "u" | ||
CF | Lab Hall I | ||
CF | The room is high and overflowing with darkness. The hall continues | ||
CF | off to the east; you feel its vastness and shiver in the darkness. To | ||
CF | the west a small flashing green light next to the bulkhead periodically | ||
CF | pricks the blackness. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "w" | ||
CF | You can't go that way. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "sw" | ||
CF | You step through the door into the north end of the main hall, where | ||
CF | you first woke up. The power off, it seems darker now than before. | ||
CF | However, your eye falls on the bulky lock on the north door. At the | ||
CF | sight, a fragment of memory returns to you. You remember lying on the | ||
CF | floor, looking up, as the door swung closed and a pattern of colored | ||
CF | lights flashed on the device. A moment later you were unconscious on | ||
CF | the floor. With eerie clarity, you remember the pattern of lights, and | ||
CF | press the colored buttons in that pattern. The lock swings aside, and | ||
CF | the door blows open. | ||
CF | | ||
CF | North End | ||
CF | The cold air gushing in from the north fills you with a sense of | ||
CF | dread and urgency. Behind the north door is a ladder leading up, and | ||
CF | some vague memory impels you to climb. | ||
CF | | ||
CF | > | ||
Knight_Otu says (to ClubFloyd), "n" | ||
CF | Courtyard | ||
CF | You clamber up the ladder against the rush of grey wind. Midway up, | ||
CF | you stop, clinging to the rungs with white knuckles. Your mind reels | ||
CF | as if it were falling into itself. Part of you feels pushed onward | ||
CF | toward the top, nagged on by the edge of memory. But that same urge | ||
CF | makes your stomach turn in fear and revulsion. What is it? The memory | ||
CF | itself escapes you. You've come this far though. You plow upward into | ||
CF | the light. | ||
CF | | ||
CF | You come out into a courtyard, surrounded by high cinderblock walls and | ||
CF | filled with sun reflected off the white ground. You shudder with | ||
CF | relief when you see in the center of the small enclosure a sleek black | ||
CF | helicopter, a way out. Relief does not last long. You glimpse in the | ||
CF | corner of your eye a shape on the ground. No, two shapes. Prostrate | ||
CF | on the earth. Sick blue grey with frost. Chests covered in something | ||
CF | matted dark brown and black. You can not make out the faces under the | ||
CF | ice forming there, but you know who they are. The last memory oozes | ||
CF | into focus. | ||
CF | | ||
CF | | ||
CF | Anger. Such uncontrollable anger. And power with it, like you'd never | ||
CF | known. They poisoned you. They locked you in your room. Left you to | ||
CF | die. But you got out. You would get even. You waited, you hid, you | ||
CF | listened. Brett left. But Jonas was still here. Jonas who must die. | ||
CF | You listened. They were about to escape, Alexis had gone to the | ||
CF | courtyard, Jonas to turn off the power. You climbed up the ladder. | ||
CF | | ||
CF | How could you have forgotten the look on her face when you came up into | ||
CF | the yard? Her bottomless brown eyes, crushed with emotion. Confusion, | ||
CF | pity, love, terror. She half gasped, half cried, but no sound came | ||
CF | out. Only now do you realize what you must have looked like to her. | ||
CF | Your clothes torn and dirty, reeking with furious sweat; your posture | ||
CF | more simian than human; and your eyes, dilated so crazily that their | ||
CF | white was hardly visible any more. But her revulsion confused you | ||
CF | then, wild as you were with anger and insanity. Why did she look at | ||
CF | you like that? Where was the love, the warm embrace? Why were there | ||
CF | tears? Then she screamed, clearly this time. Why? Why did she | ||
CF | scream? You heard panting behind you. Jonas came into the yard. His | ||
CF | whole body shook when he saw you. He nearly fell back down the ladder. | ||
CF | But he did not. He was here now. And he must die. | ||
CF | | ||
CF | You leapt. There were more screams. You did not hear them. He ran, | ||
CF | but could not run. You pinned him and pummeled his chest until it | ||
CF | caved in. His eyes bulged. Blood ran. She was still screaming. And | ||
CF | crying. Louder and louder. Why? Why? Louder. Why? Her face was | ||
CF | crazed. Terrified. You walked over to her. She did not stop crying. | ||
CF | Why? You hit her to make her stop. It got louder. You hit her again. | ||
CF | And again. And again. She stopped. It was quiet. You took a few | ||
CF | steps back. You did not see the opening. You fell down the well and | ||
CF | out into the hall. You were hurt. Before you went into darkness, an | ||
CF | updraft sucked the door closed. Lights flashed. Darkness. | ||
CF | | ||
CF | | ||
CF | You find yourself on the ground, your hands against your ears, the | ||
CF | tears cold as acid on your cheeks. This is what it came to. At your | ||
CF | hand. Slowly you stand, trying hard not to look at the bodies. The | ||
CF | keys are in the helicopter, and you turn them mechanically. You | ||
CF | realize that you are gasping for breath. A distant part of your mind | ||
CF | tells you that you might be entering shock. You turn on the guidance | ||
CF | system and drift upwards from the yard. You feel the machine turn and | ||
CF | head south, away from the fallen ruins of Babel. | ||
CF | | ||
CF | | ||
CF | You have finished Babel | ||
CF | | ||
CF | In a total of 667 turns, you have achieved a score of 21 points out of | ||
CF | a possible 22. | ||
CF | | ||
CF | You may restore a saved game, start over, quit, or undo the current | ||
CF | command. | ||
CF | Please enter RESTORE, RESTART, QUIT, or UNDO: > | DavidW says, "congrats!" | |
Knight_Otu says, "And of course we're one point short. And worse, a double murderer." | ||
DavidW says, "yeah." | ||
DavidW says, "I could check my walkthrough for the missing point. Possibly you get one point per memory." | ||
Knight_Otu says, "Bet there's a new memory in the shed." | ||
DavidW says, "maybe? I dunno." | ||
DavidW says, "[LINK]" | ||
Knight_Otu says, "I'm not going toworry much about that last memory. Chances are that it is as uplifting as the rest of them." | ||
DavidW says, "I'm not sure which one we missed." | ||
Knight_Otu asks, "I think we can call it for the day, though? Just one hour, but filled with death and ethical decay?" | ||
DavidW says, "yeah, that's okay. We can stop here. Maybe think of what to play next week." | ||
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. | Knight_Otu says, "We could use something that doesn't involve disease." | |
DavidW says, "yeah." | ||
Knight_Otu exclaims, "So, until next week then. Stay safe and take care!" | ||