This post was last modified: Jan 25, 2020 at 11:54 PM by Spooks?.
The sky clears at long last, and the sun's rays illuminate the Courtyard. A tattered, hole-ridden party tent sits around the remains of the Fountain, now nothing more than a gaping hole in the ground. A string of lights blows in the wind gently among the wreckage.
"Yeesh, some party. You kids really know how to throw a rager, huh? If I'd known it wasn't just gonna be one of Clinton's stupid rallies, maybe I woulda showed up myself! Maybe brought a couple games, snacks, y'know. I've heard some of you guys really like Jackbox anyway. Quiplash, and the like.
I'm partial to that one game with the aliens on the spaceship though. Kinda reminds me of something... I'm kicking myself for not going now, you know."
"Nah, just kidding. I wouldn't be caught dead at a party with you losers.
But enough about your dumb events, it's time to ask the age old question: who died?"
"...Really? You guys couldn't leave the Kitchen alone for even one more night? You guys suck. Where's the creativity? I swear, I gotta start banning these kitchen murders already.
Fine, fine, I'll stop whining and get to the point."
---
@bees has been found dead in the oven in the Kitchen, burned to a crisp!
Their role was Revenge of the Ultimate Necromancer
Role Description:
Long since dead after the events of the Second Killing Game, where you got unfortunately lynched for a rather shit murder, you are back from the dead, having revived yourself with the dark magic you have mastery over. You are the Ultimate Necromancer, and you will have your day of reckoning.
With your powers, you can control and puppet the dead, even using their role powers. You can only control one corpse at a time, and for the duration, you will see and hear everything through the corpse’s eyes. However, while controlling a corpse, you will be unable to move yourself, rendering you basically unconscious for the duration.
You can also place a Hex upon someone at the beginning of every night. This person will have an automatic +1 vote placed upon them in the trial, useful for tiebreaking.
FORBIDDEN ACTION: As you are an unholy creature, you may not enter the chapel.
---
"Another burning kill too? Is this some kinda joke? How derivative. I remember the days back when people were faking suicides with illusions, riding around on shovel-based skateboards, and poisoning some guy's ice cubes. Those were the days... "
"Someone lit the rest of my pad on fire too. Not cool dude. Can't you guys just cool it with the fire for a couple nights? I actually got some really sick footage tonight but now I can't even edit it. Man, the studio's gonna be PISSED."
"Oh yeah, speaking of cool footage, I caught a real-life MONSTER FIGHT on camera! Man it was totally rad, this diving suit guy blew up out of the Fountain and charged me, but then the youtube chick threw a table at him and then that girl with the scythe tore through the tent and th-"
"Hey! Save it for your testimony, dipshit!
Geez, someone's in a better mood. How disappointing..."
---
CASE FILES:
-Bees is significantly blackened from burns in the Kitchen oven.
-Likewise, the rest of Trip's Pad has been blackened from a large fire, although the rain prevented overwhelming damage. The Terminal and Arcade Machine still work.
-The Ultimate Detective has found a broken lamp in Trip's Pad. It appears to have been broken tonight before the fire.
-In the Kitchen sits a Fried Changeling Hand with Garlic Mashed Potatoes, some deep-fried bananas, and some microwaved nachos.
-A party tent has been set up around the Fountain. Several holes are torn in the sides of it, and the northwest supporting tentpole is snapped.
-The Fountain has been blown up, and an extremely deep hole sits in its place. Analyzing the debris tells the Ultimate Detective that some sort of liquid explosive was used.
-A snack table is torn in half inside the tent, and a speaker has been crushed.
-The door to the Chapel has been barricaded by a pew.
-The Ultimate Detective notices that no more lighter fluid remains in the Kitchen.
OTHER INFO
-MCD's corpse is missing from the Stage
-One of the crates from down in the Underground Pier is missing
-The water tank in the Water Control Room that supplies the Fountain has been fixed, somehow
-A stuffed deer head has been stabbed with a claymore in the Trophy Room
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.
At the holding cells. An unnerved Gareth approaches Nathan's cell, clearly shaken by the recent events of the day: A leader manages a group of people and, not even a month in, chaos settles in. Despite his discouraged mindset, he attempts to hold his emotions in, readying to parley with the thief.
At the cell, Nathan is lying down at his bed, not to sleep, but to stare at the ceiling. Contrary to a nobleman's thoughts, the cell is not a pigsty, a trademark style of a prison cell one could see in London or any of its popular jail counterparts. Instead, it is a modest bedroom, locked up behind bars. At least, it would be locked up, had there been a dedicated guard to watch over him. Nathan is his own guard, deciding when he leaves and when he stays, not that he seems to mind it.
Gareth knocks at the cell bars, which lets out a slightly reverberated sound, loud enough to wake up Nathan from his aimless gaze.
“You know something about the knife?”
Nathan stares at the nobleman, with a smile at the corner of his lips.
“Figured it out, sire?”
“Cut the jabs, thief, you are currently suspected for more than knife robbery.”
The prisoner moves to sit at his bed, facing Gareth. His nonchalance spells out misdemeanor for his peer.
“I was hoping you would understand. What do you think of that knife? The second I laid my eyes on it, I knew it was something special. It is not special to the naked eye, but my gut instinct says otherwi-”
“Pray that your knife isn’t the one that’s involved, because the priestess has been murdered by one.”
The grin immediately fades away from the thief. The news has shocked him, as much as his shock, shocked the news bearer. Nathan is brought back to his aimless gazing, possibly attempting to let out sound words, rather than stutters and stammers.
“Show me the knife.”
He complies without a word. From under his bed’s pillow, Nathan pulls out the knife: The same one he presented to the leader at the bonfire some nights ago. The knife and its encrusted emerald does not bear any scratches, or more importantly, any trace of blood. Gareth deduces as much after examining it thoroughly for a long minute.
“I assure you, Gareth, that I did not use that knife for blood sport. I am a thief, not a killer. I do not partake i-”
“I’ve heard that excuse well enough. What you have to say does not matter and I have heard it enough from more than one idiot, anyway. On the same day, mind you.”
“Fair enough, but that knife is not well made for killing.”
“Have you taken any other knives?”
“I don’t need more than one.”
“Where have you taken this, then?”
“The display, in the Trophy Room.”
“And you knew about it? Since when?”
“You’ve presented them to that Cook. He seemed to enjoy of the longer sort.”
“So you admit to snooping?”
“A thief admitting to snooping to a monarch speaking with authority.”
“Yes, or no?”
Nathan starts taking aback from the barrage of comments and questions. He knows that Gareth is taking this situation seriously enough to warrant frustration from passive talkbacks, something he usually does not have a problem with.
“Yes. The knives looked like treasures, artifacts, what have you.”
“And your motive was to steal.”
“A criminal decides to murder in a location, devoid of an escape route. We’ve had this talk before. If you want me to help find the murderer, I will follow suit. For now, any other answer to your questions will mean nothing to you.”
“How do you know that?”
“Because I am not the killer.”
Pause.
“Right. You are ordered to follow me until the murder has been solved. Any aid that directly contributes to solving this mystery will be rewarded. We’ve no time to waste, now.”
--
The Fountain. Mernon is heading towards House Academia, where the unfortunate event has taken place. The front door is not blocked by a body anymore, but the sight of it all is still vividly burned into his retinas.
Inside, he notices the clock. It’s nearing midnight, only a few more minutes to go. The day has been long, with the murder mystery seemingly lasting even longer than the day itself. Inside, he sees Percy, sitting by one of the coffee tables, staring at a blank piece of paper. Not to scare the poet, the Alchemist greets him in a soft spoken voice. Percy does not answer, or move in any way. Approaching him, Mernon notices distress emanating from the man’s body: An aura in which he has never seen or experienced before. From the Romanticist’s eyes to the sheet, only one shakenly written word can be read.
This post was last modified: Jan 25, 2020 at 11:43 PM by Spooks?.
Upon announcement of the body discovery, @Gintoki wakes up behind the Leisure Room's bar, hazy and tired. He rests his arm on the bar as he tries to recall what day it is.
The realization hits him, and he gasps in terror. He's been AFK for two consecutive days. He coughs suddenly, just barely able to cover his mouth with his hand. When he looks at it, he staggers back, the sight of the blood now dripping from his fingertips paralyzing him in fear.
He begins to cough and wheeze even more, as blood starts to erupt from every orifice of his body. He collapses to the ground in a heap, the first AFK death of the game.
@Gintoki has died from going AFK. His role wasUltimate Magician
role description:
This haunted island seems like the perfect opportunity to once again show the world that magic is still cool. You are the Ultimate Magician, a once-renowned stage magician who slowly fell into obscurity as magic acts became less and less popular. Luckily, you still have a couple tricks up your sleeve, so to speak.
You begin the game with a top hat, a magic wand, and a pack of cards, all of which are more than they initially seem…
Your top hat can fit any single object of any size and weight inside, besides structures like buildings, and allow you to easily and secretly transport it. Your magic wand can produce either flowers or a stream of relatively pressurized water, and your cards from your pack can be thrown like shuriken, cutting through objects like butter.
FORBIDDEN ACTION: If you are using your magic props, you must be around at least one other person. You need an audience, after all.
(Jan 25, 2020 at 11:41 PM)Gordon Ramsay Wrote: At this point, I'll have to find another place for any future cooking.
Investigate the Kitchen.
The Kitchen appears to have been used rather extensively, particularly the stove, microwave and... well obviously the oven. It smells like burned meat in here, but the smell isn't coming from the Changeling Hand, the Nachos, OR the Deep Fried Bananas. You know, it's probably the dead guy.
(Jan 25, 2020 at 11:48 PM)The King of Town Wrote: Body, tasting it.
You lick the charred corpse of Bees. Tastes like burned meat. He certainly was not seasoned well.
I woke up, ready to finally put my cooking chops on camera tonight. At last, you'll all get to see how a real chef performs! After Trip finishes with his footage.
In the study, as I awoke, I saw Mother Goose, Shoey, and an ape. The ape returned the journal to me, and then left. I exited as well, and got shoved out of the way by Ruby Rose. Having heard some footsteps last night and from Ramone's testimony, I spent a little while investigating the rooms on the second floor of House Academia to search for an attic entrance, and found that there's a hatch located in the hall.
Since I couldn't bloody well reach the thing, I just headed out to find that Mother Goose had now joined Trip and the Youtuber outside, watching Clinton's tent. Trip had more important things to do, so I roped him and his team to join me in the kitchen, where Ainsley was eating cheese. He shared some with Trip, and I took some as well to make my first course - gourmet nachoes. During this, I saw that the oven was already set to a "CLEAN" setting.
Then it was time for the main course; Fried Changeling Hand with Garlic Mashed Potatoes. Can't let a good hand go to waste, that's not how I learned. Skull Face entered and filled up his coffee pot with water, before dumping it out and trying again, at which point the water stopped. He still tried to make some coffee. Brave man.
That's about when Hilary interrupted to nag everyone about the party, along with Ruby Rose. I don't trust parties, so I just made the dessert for the show, but as I finished Trip and his crew left with the others. Well, at least I got to show off for the camera this time. Heading upstairs while Ainsley keeps eating cheese, I looked around the library to find some bloody interior decorator decided to make it look like one of those movie corkboards. Rubbish. That's where I slept for the night.
This post was last modified: Jan 26, 2020 at 12:15 AM by Spooks?.
(Jan 26, 2020 at 12:09 AM)Gordon Ramsay Wrote: Check the workshop for a tall ladder.
There is no tall ladder in the Workshop, but there is one outside going up to the Overlook Patio. You can use it, but Ruby Rose demands that you put it back afterwards.
(Jan 26, 2020 at 12:15 AM)Gordon Ramsay Wrote: Borrow the ladder to check out the hatch in House Academia.
Then put it back after investigating.
You grab the ladder and climb up into House Academia's attic.
Scattered around in one corner a bunch of construction materials, such as paint, hammers, and stepladders. Looks like the guys working on the restoration stored a bunch of their crap up here.
In the other corner are several books, models, and diagrams relating to British paranormal activity and conspiracies. A couple thick tomes describe the ghosts haunting old English castles, and there's a model of what looks like stonehenge, recreated in great detail.
(Jan 26, 2020 at 12:30 AM)Bigfoot Wrote: @Monokuma does the painting of the fruit bowl have any sexy oranges in it?
You lift up the painting of the fruit bowl you fell asleep under and check it for any particularly sexy oranges. One of them sticks out to you, its supple roundness calling to you alluringly. You go to unzip your Gintama Lounge Pants, when Monokuma slaps your hand away from the zipper in disgust.
- I wake up in the Dining Room under the table and bump my head.
- I open my loot crate and put on the shirt. I climb out and see Ainsly sitting on the table. I place my TMNT mug in front of him then leave.
- I walk out into the rain as the Archivist walks down the stairs.
- I pass by a large party tent next to the fountain.
- I enter House Minerva and climb down the ladder. I use my crate as an air pocket to swim into the water control room.
- I pump hydrogen peroxide into House Olivia to clean out the lines. I flush water down the lines afterwards to make sure it's safe.
- I search around the rest of the water control room for hidden passages but don't find any.
- I swim to the passageway but see the Big Daddy entering from the House Bishop side.
- I hide behind a crate as it makes its way by into the water control room.
- I swim out of the tunnel and exit into wine storage.
- I walk through the coatroom to the stage and look for more passages but find none.
- I head up to the trophy room. I get a claymore from the hall of swords and use it to defeat a deer.
- I sleep under a painting of fruit.
(Jan 26, 2020 at 12:33 AM)Godbert Manderville Wrote: Inspect the body. Any injuries aside from the obvious burns?
Also, I'd like to inspect the broken lamp and try to determine its origin. Does it look like it's from the Pad?
You inspect the body of Bees. The back of his skull is slightly caved in, as though he was hit pretty hard with an object of some sort. Beyond that, he is unharmed as far as you can tell. He's a little too burned to be sure.
You walk into Trip's Pad, or at least its burned remnants. Picking up the Lamp on his bedroom floor, you quickly deduce that it's probably his bedside table lamp. It's mostly broken, but no pieces appear to be missing from the area.
(Jan 26, 2020 at 12:28 AM)The King of Town Wrote: What's the status of the Water Control Room? How's the fountain part fixed?
The Water Control Room is still flooded, but the fountain's tank is somehow flawlessly fixed. It's as good as new, surprisingly. You also notice a large hole in the wall of the room. Crawling into it, you find that it has an upward incline. You emerge at the wreckage of the fountain itself. Huh, so that's where that hole leads.
I wake up in the study and shout that "i'm afking for safety purposes" waking up Goose, Gordon, and Ape
Ape gives Gordon a book then they leave
then nothing happens the rest of the nght till ape returns and looks around a little bit.
I tell him that "i'm afking for safety purposes" but he just ignores me and goes to sleep.
Then I go to sleep.