This post was last modified: Jan 11, 2020 at 11:40 PM by Spooks?.
As the snow from last night's storm begins to melt away, you decide to wander out to the Fountain, just to see what everyone's been up to. As you arrive though, you look off at Trip's Pad in the distance and recoil in shock.
"Hey! Stop looking at the crime scene and let me tell you about the crime scene! Sheesh, some people just have no respect for conventions, I swear. How would YOU like it if I just went and tried to do your job for you, huh?"
"Ahem, anyway it looks like we've got ourselves an arsonist on our hands! How exciting! Y'know, I always WAS one for a good fire-based kill. There's just some pizzazz to it. Takes guts!
So, who got roasted tonight? Let's take a look!"
---
@DemonMist has been found dead in the burned-out Waiting Room of Trip's Pad, completely scorched!
Their role was Ultimate Bootleg
Role Description:
Unlike many other roles in the game, you yourself begin with no innate traits, abilities, or items. Instead, as the Ultimate Bootleg, you may choose any other player in the game on Night 1. You will receive a bootleg version of that player’s role, with similar abilities, but with just enough strange differences to be distinct.
Not only does this grant you a set of powers yourself, but it also gives you insight into the role of another player, something immensely valuable in a game like this. You also will not have a Forbidden Action like every other player has, granting you a bit more freedom to use the power you receive.
---
"Wow, you only managed to kill one tonight, huh? Pussies."
"What? Aw man, my waiting room... Hopefully my game's still okay. I never beat it, but it was like, a gift and stuff. Woulda thought those sprinklers would kick in again though... Wonder what happened?"
"It's a bummer, but I've got bigger things to talk about. I found another passageway! Oh, and I'm also a 100% legit zombie slayer now, isn't that rad? That's right, a zombie tried to rush me when I was checkin' out the Smoker's Lounge, and I totally SHOT IT! Yeah! He was real big too, totally nasty."
"There's a pretty... weird place down below that Vault though. Check it out if you want, I didn't get much of a chance to 'cuz MCD showed up and wanted to hang out. You know I can't turn down an offer like that..."
---
CASE FILES:
-DemonMist is lying in front of the ??? Door in Trip's Pad.
-He is covered in horrible burns. The Ultimate Detective determines that this is due to him being covered in an accelerant.
-The entire room is completely burned out, save for the Arcade Machine, which still functions despite scorching.
-Only the Waiting Room is burned, the rest of Trip's Pad is fine.
-The Ultimate Detective locates an old key in DemonMist's pocket.
-The water tanks in the Water Control Room have all been shattered, flooding the passageway entirely.
-There is a small pile of gore in the Smoker's Lounge.
-The Vault has been opened.
-Several objects have been placed in the Bonfire.
-A sword has been stuck in the Piano.
OTHER INFO
-The Goose Statue has been restored, and a much cruder sculpture of a goose sits next to the Fountain.
-A Big Daddy from Bioshock is standing by the Fountain.
-Sealelement's corpse is now nude.
-The Kindest Weapon's corpse has vanished.
-What looks to be a black shard of jagged glass is sitting on a pile of leaves between the Garden and House Bishop.
-The Archivist and Gintoki were AFK
Room descriptions will be altered as you investigate and learn more about the changes in each room.
THE MAP
Room Descriptions
House Bishop (Red):
1F
Foyer - Doubles as a ballroom. A large room with decorated flooring, fancy chandeliers and many other things that make you believe that you just stepped inside a castle. A piano can be found on the Stage near the Staircase, along with a backdoor.
Coatroom - This room is filled with racks of expensive, yet very old, outdoor wear. Coats, boots, and a few parasols all sit on and around the racks, long forgotten by their previous owners.
Wine Storage - A room slightly depressed into the ground. The previously worn stonework has been lovingly restored to a beautiful marble floor. Some wine is missing, but most of it still remains.
Smoker’s Lounge - A dim room with a large oak table in the center, surrounded by velvet chairs. On the table is a rack containing wooden pipes, and a box that contains what you think is tobacco. A painting sits on the wall with the staircase on the other side, staring disconcertingly.
Vault - A large, iron vault looms out from the wall of the Smoker’s Lounge. It is locked by a large combination lock, too rusted to turn.
House Minerva (Yellow):
1F
Unnerving Hallway - A rather ordinary hallway, made several degrees creepier by the presence of a painting depicting a looming, shadowy figure on one end. Its eyes appear to follow you as you walk.
Painting Room - A claustrophobic room, filled with hundreds upon thousands of different pieces of work, from Portraits of the island’s inhabitants, Sketches of various concepts and Paintings of various luscious landscapes.
Leisure Room - Various activities can be found within this room which test one’s wit and accuracy. A small bar is located at the bottom right corner of the room, containing various meads and spirits. The stairs ascend upwards from here.
Music Room - Brass and Wind instruments, as well as percussion-like objects are at your disposal. A cubicle is included.
Holding Cell - A locked, bare cell. The heavy iron key is missing.
House Academia (Blue):
1F
Scholarly Hallway - A hallway adorned with various diagrams and equations pinned to the walls, depicting all sorts of anatomical oddities and other things you don’t quite understand. A large bookcase sits at the back of the hall, and stairs lead upstairs.
Specimen Room - Various jars containing preserved animals line the shelves that take up much of the room. This room smells positively horrible, rather than just simply bad as it did before.
Classroom - A small auditorium with a large blackboard and long desks, emulating the atmosphere of a university classroom. Chalk and eraser is provided. "kot waz her" is scrawled on the board.
Equipment Room - A small room off to the side, containing spiral notebooks, writing utensils, and various surgical equipment, likely for use in dissection. An old plague doctor outfit used to be on a mannequin here, but no longer is. On the outside of this room is a set of stairs leading upwards.
Teacher’s Lounge - A blend of old and new fixtures and furniture fill this room, including comfortable chairs, a couch, a coffee table, and a rudimentary kitchen. The new hot plate, toaster oven, and coffee machine all hint that perhaps this room was used as a breakroom by the restoration crew as well.
House Oliva (Green):
1F
Workshop - A large room containing workbenches and woodworking tools, along with well, wood. The tools are certainly nothing modern, but in spectacular condition, and easy enough to understand and use.
Greenhouse - Once a simple Victorian era garden, now repurposed into a modern era greenhouse to grow greens and various other plants.
Kitchen- State of the art for its time, this kitchen contains giant kettle pots, cooking cauldrons, pans and all sorts of Kitchen equipment you may or may not know of. The kitchen has been modernized to prevent poisoning from the use of very old kitchen equipment, although said equipment can be found in a separate pantry.
Dining Hall - A long table dominates the scene, with candelabras, spice containers, utensils and plates. Some roasted potatoes sit on the table.
Chapel- Located at the back of the mansion, a separate chapel can be found, surrounded by small patches of flowers and arches, with a pathway linking both buildings together. Inside is a small chapel with eight long benches, a pedestal and various stained glasses of religious figures and scenes. A bust sits on the altar.
Trip's Pad (Pink):
1F
Waiting Room - A small lobby sits just inside the door of this portable unit, which features a couple pink and green chairs to sit in, alongside with an arcade machine. The machine looks new, and does not yet feature any high scores.
??? - The door from the Waiting Room to this room is locked tight with a high-tech password lock. Trip swears up and down that this room was like this when he showed up to the island, and he has no idea what the password is.
Trip’s Office - An extremely disorganized office, with a large desk in the middle. Pizza boxes are tossed around the room, and behind the desk sits a hideous pink and green gamer chair. In the corner, a strange computer terminal sits with a login screen open. On the desk are several shards of broken glass, as well as on the floor. Whatever was inside the display case is no longer there. A burned log sits on the floor too.
Bedroom - Trip’s bedroom. All that’s in here is a bed, dressed with his usual eye-torture color scheme. It is much cleaner than the office though, and the bed is quite comfortable.
Bathroom - The one single working bathroom on the island. No deer allowed.
Outdoor Areas:
Garden - Located between houses Minerva and Bishop, the Garden was once House Oliva’s own. Ever since the creation of the Greenhouse, the Garden’s contents are now placed here. Various flowers that are well tended to can be found there. Makes for a beautiful sight. Benches and brick roads galore. Two holes have been dug, one much larger than the other.
Shed - Garden equipment, what else could you ask for?
Fountain - Located at the center of it all, the Fountain’s statue is a Goose, head held high, spouting water from its beak. Throw coins in the water for a wish!
Bonfire - At the edge of the island, behind a Bonfire can be found for everyone to sit down and enjoy a good fire, perhaps some smores as well. Located between houses Academia and Oliva.
Bathroom - There isn’t any due to the lack of a sewage system, but you live on an island! Go do your business at the shore.
Room Descriptions
House Bishop (Red):
2F
Trophy Room - Various trophies, paintings and displays are located within this large room. Although the objects feel like they’ve been forged rather than obtained, an air of pride and prestige is instilled within the room. There is an open space in the center, overlooking the Foyer and surrounded by a railing. The chandelier hangs down from here, support rope disappearing into the ceiling.
Mirror Hall - A hall possessing a large, ornate mirror on the outer wall, polished to perfection. A rope descends from a small slot in the ceiling, pulled taut and attached to a mounted winch on the wall opposite the mirror.
Luxury Bedroom - A massive four-poster bed dominates this room, surrounded by silk curtains. A wardrobe sits against the wall, and a chest sits at the foot of the bed. The chest appears to be locked, requiring a key to open.
Hall of Swords - A hallway with several swords of varying shapes and sizes mounted on the wall. Some are flawless and heavily decorated, while others are battle-worn and practical. There is one suit of armor as well, but it appears to have been crafted for decoration, rather than actual use.
Leader’s Bureau - Office of the island’s leader, Gareth. Small book shelves and portraits of unknown age adorn the room’s otherwise dull look.
House Minerva (Yellow):
2F
Poison Room - Shelving units filled with various lethal poisons cover the walls of this room. Despite their age, the labels on the bottles are not faded at all. One bottle of cyanide is missing.
Bust Hallway - On one end of the hallway, a majestic painting of an old lighthouse sits upon the wall. The hallway itself contains a few stone busts, depicting people you don’t really recognize.
Seafarer’s Bedroom - Upon entering this bedroom, you will quickly notice that it is made up to resemble the cabin of an old pirate ship. A thick dresser sits on the side of the room opposite the bed, and to the side, a desk overlooks the window to the courtyard. Overtop of the bed’s headboard sits a large ship’s wheel. A knife sits on the bed, and the pillowcases are missing.
Arts and Crafts - A room containing two painting easels and a crafting bench. All the creative materials you could ask for are strewn around the room, including paints, pencils, brushes, fabric of many colors, and a sewing machine. The walls and floor are painted red.
House Academia (Blue):
2F
Unfinished Hall - A half-painted hallway still partially held up by modern scaffolding supports. Paint rollers, trays, and buckets of blue paint lie around haphazardly, and it appears that they were abandoned in the middle of the job. The supports and roof quiver unsteadily as you walk.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Alchemy Lab - Various bottles, vials and potentially unknown liquids and materials infest the room. Odors trapped in this room are unlike anything you’ve ever smelled, but some have said they get used to it after prolonged exposure.
Chemistry Lab - Much like the alchemy lab, but without the mess and odors. Liquids, solids and compounds are found, labeled and well organized. Additionally, unlike its room sibling, the room has been modernized to facilitate research. There is a button labeled “Seal” on the wall facing the Airtight Room. One pot sits on a burner, and another is in the sink.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Airtight Room - Seemingly used to test the effects of gasses in a vacuum, this room can be accessed by both the stairs from outside 1F and the Chemistry lab. Pressing the “Seal” button in the Chemistry Lab instantly seals the room, locking both the door to the Chemistry Lab and the Stairs through an unknown clockwork mechanism. It is currently sealed.
House Oliva (Green):
2F
Reading Room - A quiet room where the stairs emerge from the first floor. A desk sits against the wall, but the inkwell and journal are missing.
Laundry - What used to be an old-fashioned laundry room with washboards and basins has been modernized, utilizing the proximity of the island’s well for a semblance of running water. The machines will clean your clothes, but they take a while, and they tend to rattle the house as they operate. Various cleaning supplies are located here, both ancient and new. There is an old coat on the dryer.
Library - Manuscripts, essays, books and stories. Most older era writings can be generally found here. The shelves not attached to the wall are on wheels, and they will roll if pushed. They lack brakes however, so do be careful. Some books like scattered on the ground.
Overlook Patio - A patio overlooking the backyard, garden, and chapel. A ladder descends to the ground from here..
Room Descriptions
Basement Rooms:
Passageway - A smuggling tunnel between House Bishop and House Minerva. Can be entered through the paintings in House Minerva, and from the Wine Storage in House Bishop. Several casks and crates of wine sit against the walls, one of which with a bottle of sunflower oil sitting on top of it. A doorway here leads to the Water Control Room.
Water Control - A room lined with piping. Five tanks, labeled House Minerva, House Oliva, House Academia, Media Group Portable Structure, and Fountain sit along the walls, supplying water to the given locations. A terminal in the center of the room can enable and disable water flow.
Underground Pier - A modern pier built into the side of the cliff. It seems to be abandoned, with no boat in sight, but two crates are stacked on one side of it. A table is on the other side, with a clipboard and old key sitting on top.
Two men are having a battle of words over moot points. Although muffled words at first, their conversation eventually becomes clearly audible.
“... not supposed to take part in this.”
"I will have you know that I was the top pick for this project and I have been proving my worth every second of my time here!"
It's Zayn and Mernon, and they're on the verge of yelling at each other.
"Well I will have you know that your only display of worth in this island so far has been nothing but buffoonery! Complete, utter-"
"Buffoonery!" Mernon scoffs. "Your dictionary is as extensive as your contributions to real science!"
Zayn's face can be visibly seen turning redder by the second.
"YOU have been bringing PESTILENCE to this house with your so-called 'experiments'! YOU were the cause of last night's sickness, when your 'Potion' turned a simple salad vinaigrette into PUTRID SLIME!"
"That salad was delicious and nobody knows true food in this. What is putrid is YOUR attitude!"
"HAVE YOU EVEN POURED THE DAMNED SLIME ON YOUR SALAD?!"
Mernon takes a pause of hesitation. He's about to bite his lip, but refrains from doing so in reflex of not showing weakness towards his opponent.
"That is besides the point. The point I am tryi-"
"YOU HAVE POISONED HALF THE ISLAND!!"
You swear you could hear Zayn's screams resonate in your head. You wonder if his screaming could be heard from anywhere within the island, possibly farther. Mernon's mouth is about to open when a person can be seen outside, from the window, falling down. A second later, a thud could be heard. The two academians rush downstairs and head outside, spotting an unmoving body, lying on the ground.
Upon closer inspection, the bloodied white dress, long black hair and a serious stab wound to the stomach can only belong to an unfortunate Valentina. Zayn approaches the body furthermore to observe for any other injuries.
"Oh, gods."
"Is she alright?"
"Buffoon! Do you think she's alright? Fetch the bandages and medicine already!"
Mernon dashes back inside to the house. Zayn touches his fingers beside Valentina's neck to check for her pulse…
...Nothing.
Mernon comes back, carrying whatever he thinks could be first aid. He attempts to help by applying some ointment on the open wound, then bandaging it. He notices that Zayn has been observing the whole time.
"Why aren't you helping?"
Zayn unconsciously bites his lip.
"I'm afraid we cannot help at this point."
The two academians look at each other, then at the body, for what seems to be an eternity. Silence dominates the scene, so much so that you could feel it resonate in your head.
This post was last modified: Jan 11, 2020 at 9:53 PM by Jack of Spades.
Oh, if we're playing the packrat game, I'll take that black shard thing. Wait, is the pile of leaves booby trapped? I can't die during investigations, right?
(Jan 11, 2020 at 9:46 PM)Cooking Mama Wrote: I'm gonna take a break and play the arcade game while you guys solve this one
You walk into the Waiting Room and turn on the Arcade Machine.
You turn on the game to find yourself as a character wearing a green hoodie and pink hat.
Your name is TRIP, and you are a cameraman currently employed to film a movie, or so you think. It has been days since any actual filming has been went on, and you are trapped in a studio labeled "Studio X".
Currently, you find yourself standing in the Central Tower. A mansion looms to your north, a Train Film Set sits to the right of the tower, a Hair and Makeup room sits to the left of the tower, and to the south are woods. A girl is in the tower with you, she appears unhappy.
(Jan 11, 2020 at 9:48 PM)Ainsley Harriott Wrote: I take the key from demonmists pocket
You pick up the old key, and try to pocket it. Monokuma slaps it out of your hands, and calls you a bitch-ass. That's against the rules!
(Jan 11, 2020 at 9:52 PM)Cooking Mama Wrote: Oh, if we're playing the packrat game, I'll take that black shard thing. Wait, is the pile of leaves booby trapped? I can't die during investigations, right?
You walk over to the pile of leaves, and instantly find yourself hurtling into a pitfall, which was covered by the leaves. Luckily it's not that deep, and just hurts your ass. You pick up the shard and examine it. It's just black glass, probably made in the workshop. Next to you at the bottom of the bit is a sign:
(Jan 11, 2020 at 10:08 PM)Cooking Mama Wrote: Ouch, nevermind. No investigating. Back to my game. "TALK TO GIRL" I hope I don't get eaten by a grue.
You talk to the girl.
She is dressed in a security guard uniform, and tells you that she is a paranormal investigator looking to stop a man named Xavier from obtaining something known as the "Despair's Wish". She points to the manor, and tells you that he is inside, but warns you of a terrible monster lurking around the studio.
She offers to assist you, and shows off a gun, with three bullets loaded.
(Jan 11, 2020 at 10:16 PM)Cooking Mama Wrote: "GO RIGHT"
You go RIGHT to the Train Set.
It is a movie set dressed up to look like the desert. In front of you is a train, with a passenger car, a dining car, and an engine. At the back of the room are stairs leading upwards.
(Jan 11, 2020 at 10:18 PM)Hillary Clinton Wrote: Talk a long look at the burned waiting room, and a less long look at DemonMist's corpse.
You take a long look at the burned room, like looking at a long lost lover. Honestly it's pretty burned up in here, and it smells a bit like gasoline. Beyond that, most of the room is too fucked up to do a whole lot with.
You give DemonMist a quick look-over. He's uh... crispy? At least he doesn't seem to have any injuries beyond the burns.
Trip wakes up from a bad dream about Hilary dabbing, and together we go to the Smoker's Lounge.
Lo and behold, we meet HILARY CLINTON there in a fancy coat. FINK is there too, drinking.
Me, Trip, and Hilary go to House Bishop, where GRELL is lying on the piano.
Hilary stops to talk to Grell, and Trip and I continue.
I let Trip take my gun for a bit, in case Bees tries anything again.
DEMONMIST appears and waltzes up to the vault and opens it, seemingly knowing the passcode.
He then leaves, he doesnt even enter the vault.
The corpse of BABY SANS THANOS then appears, with a bloody knife and flashlight.
Trip screams and shoots BST to bits, saving us all.
SKULL FACE enters and Trip explains what just happened, he doesnt seem to mind.
We all enter the vault and see an assortment of Weird Jars, similar to those in House Academia but newer, despite listing dates from 200 years ago.
Some of the jars are scratched up on the inside.
Trip excitedly begins filming everything, and I notice a hatch on the ground.
I point it out and Trip opens it up to reveal a shaft and ladder.
Trip and I decide to go down, and Skull Face goes back to what he was doing.
Trip hands me the gun back and goes down first, where we find a modern-looking concrete hall.
We follow the hall to an underground pier and docks, with crates, a clipboard, and an old key.
Before I can investigate I am KO'd.
(Jan 11, 2020 at 10:50 PM)The Archivist Wrote: Investigate the vault.
You check out the Vault. All that seems to be in here are various modern-looking containment jars, all storing a variety of specimens, much like the room in House Academia. However, these are… different. Much more recent, despite many of the jars sporting labels that list years from almost two centuries ago as the "point of origin".
More disconcertingly, many of the jars containing animals seem to be heavily scratched on the inside.
There is also a hatch on the floor, which is currently open. A ladder extends downwards.