As the sun rises in the gray sky, you gather around the Fountain as per the usual. You arrive in silence with the others, accustomed by now to how this whole thing tends to go. The only audible sound seems to be a phone call from closer to House Bishop.
---
"...No, no it was a fake. Yeah, blame the ghosts. One of 'em thought they could cut a deal. Shame the real dagger's got something you can't replicate, at least not without the research notes. Besides, asking me to bring them back to life? Come on. At least ask for something I can actually do.
One of them got a little... risky, too. Did some actual damage. Going to have to mark that down somewhere. Good thing they-"
"Aw, shit. Hold on. It's forum thread time. I'll call back later."
"Oh, uh... don't you all have a murder to get to? Why are you all standing around here?
Huh, no one showed you the body? Haven't you found the body alone before? Fine, fine, whatever. Camera Guy, go show them the pier. I'm busy, and you've lost relevance."
"Er... Okay? Geez, I dunno what's up with him, but he seems weird. Weirder than usual, anyway, y'know? Didn't even lose his mind over that knife he wants. Must have something to do with the beating he took last night.
I guess we could go check out the pier though."
---
As you climb down the ladder to the Underground Pier, you see a horrific sight. @Ruby Rose has been found dead at the bottom of the ladder. She is dressed in a ninja costume, several of her bones are broken, and a large glass jar has been smashed over her head.
Her role was the Ultimate Amazon Prime
role description:
You briefly look at the list of people being hired onto this project, and lose a little bit of hope. After all, how can you possibly hope to measure up to all this talent? Your shoulders slump as you turn away, but an idea flashes into your head as your eyes pass over your credit card on the table. Of course… If you can’t have an innate talent, you’ll just buy your way in instead. From this day forward, you are… the Ultimate Amazon Prime.
Each night, before you submit, you may choose literally any single item from Amazon.com, and place an order for it. Anything is viable in this case, assuming it can be purchased on Amazon, and it will be express shipped to you on the island by drone, arriving to you as soon as you wake up.
There is no limit to the size or shape of the package, but you cannot order in bulk, only single items. You can also pay double to make a prop item into the real deal, byt this only works within reason, and is up to host discretion. Your credit card additionally has a limit of $5000, and you cannot spend more than that during the duration of the game. You also have access to Amazon Prime Video and Twitch Prime, but… it doesn’t seem particularly useful in this context.
FORBIDDEN ACTION: You must not exceed your credit card limit.
---
"Whoa, someone really messed her up, looks like. The ninja outfit though... that like, totally explains something wild that happened earlier on. This isn't the first time I saw this ninja dude out there tonight.
Ninja guy had some serious moves, they were fighting like some kind of character from a video game, it was cool. Guess that explains why the ninja had a big scythe though. And here I was thinking they were just a really big Ninja Gaiden fan.
---
CASE FILES:
-The body is covered with a varity of impact wounds, and more.
-A glass jar appears to be broken around her, and she is covered with a strange liquid.
-A jar is open outside the vault, a specimen floats within.
-The Piano is lying on the floor of the Foyer, having fallen off the Stage.
-A bunch of coats are on the floor in the Coatroom.
-An open treasure chest lies next to a filled-in hole by the Bonfire.
-Cooking Mama's corpse is lying on the ground outside House Minerva.
-A rope ladder dangles out the front window of House Minerva.
OTHER INFO
-Skull Face's corpse has been kicked in the balls. Trust me.
-The water control room terminal has been tampered with.
-There is writing on the Chalkboard in the Classroom.
-The bookcase in the Scholarly Hallway has swiveled open to reveal a secret passage to the Teacher's Lounge.
---
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. Despite the floor being worn stonework, you can tell that at one point it was quite beautifully crafted. Several casks and bottles of vintage wine sit throughout the room and on the shelves.
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 hangs on a hook right by the door in the music room. Annoyingly, it is not at all soundproofed.
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 rather foul, and the very thought of how bad it would smell if the jars weren’t sealed up makes you weak at the knees.
Classroom - A small auditorium with a large blackboard and long desks, emulating the atmosphere of a university classroom. Chalk and eraser is provided.
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 sits on a mannequin in here too. 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.
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.
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.
??? - Behind this door is a teleportation pad leading to the Cable Car station, activated by a keycard. There is also a large mainframe inside, with an antenna sticking out the top.
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 in a small glass display case is a large shard of black crystal. Your head hurts when you look at it.
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.
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.
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.
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.
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.
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.
House Oliva (Green):
2F
Reading Room - A quiet room where the stairs emerge from the first floor. A desk sits against the wall with an open, empty journal and a quill to write with. There is an inkwell next to it, surprisingly not dried up at all.
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.
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.
Overlook Patio - A patio overlooking the backyard, garden, and chapel. A ladder sits here, long enough to reach the ground from here, if you cared to set it up.
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. 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 each seem to supply water to the structures on the island. The terminal in the middle can control the 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.
No further murders have occured since Nathan's untimely death. Tension has overcome most of the islanders' minds, as they perform their daily task, only with a metaphorical sword dangling above their head. Perhaps a real one, for some.
For Gareth, swords point at him from multiple directions: Alisa, who knows of the events, is the only one that has the capability of keeping his mouth shut. Valentina, a victim of death, but fortunate or unfortunate miracle of life, who can barely do but pray, brings as much confusion as there is tension between the other islanders. As for his other blades menacing him, he does not know who, who distrusts him, but he knows it nonetheless. Any step taken could be his last. His best plan is to wait: Should Nathan and Percy come back to life, much like how Valentina did, when would they come back to life?
Nothing could indicate if Nathan would come back from the dead, but for once, the island's leader wished he were on his side once more, if only to know what he knew. His wonders do not prevent him from doing his rounds, however, as he speaks with François about his work. As it turns out, he was about to go to bed after cleaning the kitchen.
"Yes, sir, I am rather happy that I can serve my meals to all of you. However, the empty seats always bring me back to reality… Do you know who could do such a thing? What villain could bring up these horrible schemes?"
"For a week, have I been asking myself this exact question." He pauses for a second, as he thinks of his upcoming words. "If only I knew who… who killed Percy and Nathan, but I am without the proper resources to figure out these murders."
"But… one of us is the killer… right?"
"I am afraid so."
Silence. Breaking the awkward air would have been Gareth's work, but he instead opts to leave the room without uttering a single word. François's routine hasn't halted even for a second, as his muscle memory did the work for him. Picking up a cheese wheel, he observes it as he cuts a wedge at the same time.
"The same curve, the same bumps, the same size… Like last week's."
From all the time he has spent on this island, he was expecting to eat Tomas' flowers for the rest of his life at the point where he is now. However, he does not think any more of this irregularity and goes back to finishing his recipe.
---
Night time. At the Chapel. Candles are lit around the room.
Valentina does her prayers in silence. Only Gareth and Therese are present, praying in silence as well, not necessarily by respect, but to not be the knife that slices through the tension that they are experiencing. Every word to utter feels like a trap, one that would hurt someone and eventually fall into a cacophony of misery and lost trust. And so, they kept praying in silence, or at least as much silence as the island can get. Hearing the outside winds only invite the same thoughts that have been in everyone's minds for the endless weeks they have been living in this island: You are going to be here forever.
"Ah, rubbish!-"
A startled Valentina yelps in surprise.
"Sir, you've got a lot in your mind, do ye?"
Therese stands up, staring at the island's leader. If she can still consider him to be a leader has been one of her questions, but she is not here to quarrel and make enemies.
"Two more have been cruelly killed and you've not even figured out Valentina's murder before the poor bastard outed himself in public! What's going on with the Bishops? Because I am not sitting here, waiting for my own stabbing!"
Gareth does not return a stare. He continues to observe the glass behind Valentina, as if he were entranced by its presence alone.
"Nathan."
"And Percy, too, mind you! Yes, those are who I am talking about! Surely, you must have an answer?"
Silence from the leader. Valentina's concerns are manifesting more and more physically.
"Therese, please, don't…"
"Aye, but ye're never with the other saps from the same house. Not even your own wife is seen with you! What does she do with a useless low-life like you?!"
Still no returning stare from Gareth.
"He knows."
"Nathan? He knows nothing, he is DEAD!"
"No, he's not."
"And HOW would that be possi-"
Valentina.
"...And you think he will come back?"
Just then, a familiar voice resonates throughout the room, startling the priestess once more and surprising the sailor for the first time in a known while.
"How about now, miss?"
Nathan appears from the front door of the chapel, seemingly intact of any injury and, most of all, equipped with the cocky grin that well describes his thief-esque personality.
(Mar 15, 2020 at 11:07 PM)Neil deGrasse Tyson Wrote: This is scientifically inaccurate. Testicles are organs, which skeletons lack, so therefore, Skull Face has no balls.
As far as I know his name isn't "Skull BODY", you fat fucking nerd.
(Mar 16, 2020 at 12:01 AM)Godbert Manderville Wrote: How many palm trees are behind House Bishop?
It appears that there are two. Before the reset, they were dyed purple, but now they appear to be normal palm trees. The only strange thing is that they're growing in such a chilly climate.
(Mar 16, 2020 at 2:10 AM)Godbert Manderville Wrote: Swipe my keycard to get to the Mysterious Room and input 2742 at the locked door.
You swipe your keycard and warp to the Mysterious Room, then input 2742 into the locked door. The keypad flashes red, and rejects the password. You frown. Perhaps you got a digit wrong?
- I wake up on Trip's toilet and do the usual lootcrate stuff.
- Rush over to the chapel but nobody is there.
- I head into the woods and see Ruby Rose heading towards the houses.
- I return to the fountain and get pissed on.
- I flee toward's Trip's pad. My shirts are soaked through and I can't take them off.
- The teleporter in the ??? room is on, so I go to the cable car station.
- I climb in a crate full of gas masks and try to fall asleep.
- Godbert comes in and wakes me up going through the crates. I attack him but he blinds me with a flashlight then warps away.
- I climb back into my crate.
I wake up and am like "goddamn I guess I have to actually move tonight"
I head into the tunnel and start doing some jumping jacks because exercise is good
I head to the study to find a book on my main man Thomas dewey
unfortunatly it turns out that this place was populated by goddamn pinko commies and there are only books on Europeans
So I grab a 2000 page book on cans and head to the airtight room
I see godbert enter the chemistry lab
suddenly a scalpel comes out of nowhere and cut part of his ass off
I stare at godbert like "what the fuck just happened" then he leaves and somebody in a ninja costume runs in and grabs some chemicals
I get bored waiting for blocky (who I was gonna kill).
So i head to the arts and crafts room and make some pamphlets to hand out about how great thomas dewey is
The bitch Hilary clinton comes in with the corpse of cooking mama and I hand her a pamphlet
she says thanks but I should vote for her...FUCK THIS BITCH
She makes a cloth ladder and leaves
suddenly I hear her yelling about pokemon or something followed by a yelp then a thud
I head into the seafarers room and twiddle around with things before leaving
I see ape so I hand him a pamphlet
after that I head to the entrance prepared to inform the public
but nobody comes and I get bored and fall asleep!
And another one of us falls...it's getting more depressing the more we stay here. And I have to admit, I was fond of Ruby...even if the first time I met her I secretly wondered if she was a Republican in a past life.
I woke up in the trophy room, still in terrible pain due to the garden shears in my eye. I went ahead and pulled them out, and apart from making me bleed a little bit more it didn't really do any more damage than what was already done. I took another quick look around the trophy room and didn't see anything interesting, so I left to look at the hall of swords. Just about every sword in there had the name "Gordon" on them, but I have my doubts they belong to the chef. I also checked the leader's bureau but found nothing interesting, so I headed back out.
I went into the mirror hall next, noting that Cooking Mama's corpse was gone. However, in my next room, the luxury bedroom, I found her tucked into bed. I had the idea to bury her properly since I woke up so close to someone's body this time, so I picked her up and headed back out. Back in the trophy room, I heard a strange crash down below, but I didn't have an idea what it was. I headed downstairs to find a possible answer - the piano had fallen off the stage and was now very broken. I had planned on checking it tonight, but since it was a lost cause, I just went into the coatroom, finding GORDON asleep on a pile of coats. I then went to wine storage and took the ladder down to the basement.
Down in the tunnel, I went towards the ladder on the other end...though on the way, I saw the corpse of Skull Face in the water control room. Given that he is the reason that the person I was taking with me is dead, I felt like I needed to get a little revenge on her behalf. After I was satisfied with my kick, I headed up into minerva.
Entering from the unnerving hallway, I walked into the music room, seeing AN A--actually, let's be formal at this point, RAMONE fiddling with a guitar in here. I looked briefly into the holding cell, not finding anything but a terrible odor. I just went upstairs afterwards, passing by FINK, who was asleep in the leisure room. I went up to the bust hallway and checked behind the lighthouse painting, discovering for myself that the ladder in the unnerving hallway goes all the way up here. I went ahead and put the painting back and headed to arts and crafts, seeing SHOEY making some pamphlets. He handed me one and told me to vote for Thomas Dewey, but to be honest, I'd rather vote for myself. I created a ladder out of some cloth here, and took it out of the room.
I tossed it out the window and began using it to climb down. I made my presence known by beginning to recite one of my favorite speeches, when suddenly the ladder began to come apart. I somehow forgot I had Cooking Mama's corpse still with me when I made the ladder, and we ended up tumbling down to the ground below, with me blacking out upon impact.
(Mar 16, 2020 at 2:47 AM)Godbert Manderville Wrote: HOW EMBARRASSING
Let's try 2752. If that doesn't work, 2743 or 2753.
You type in those codes. 2743 seems to work, and the locked door slides open. You cautiously walk into the dark room beyond...
---
The room through the doorway is much larger than the last one, mostly in length. A large, room width window on the north end reveals a vast mountainscape. The moon hangs in the air, massive and round, despite the daytime hours back at the island.
On the opposite end of the room from the one you came in is a second door, which appears to be open. You inspect the room you’re in in a bit more detail, and see a strange, large computer-looking device with the Despair’s Wish fragment slotted into the front of it. It iss attached to a large, empty, and shattered glass tank. Under the window are a bunch of machines and a large desk, which has pages and pages of maps, blueprints and notes. It also has a bizarre high-tech looking capsule sitting on it.
In the center of the room is a large table, which appears to be the holographic display seen in the Flashback Light vision. There is a button on the side to turn it on.
On the wall across from the large window is mostly just a bunch of science-y equipment you don’t understand, though there are a couple objects in glass cases labeled “research subjects”. Among them are a prism, a large ornate staff with a reptilian head, and a flask of twitching, black fluid. They are each labeled in more detail, and a few sheets of paper are placed along with them.
Besides that, the room appears to be mostly empty, though it gives you an uncomfortable vibe.
(Mar 16, 2020 at 3:42 AM)Gordon Ramsay Wrote: Turn on the holographic display.
Step outside again. Are there any mountains seen when not looking through this window?
You turn on the holographic table.
A 3D view of the island map flickers into view hovering above it. It looks about how you remember it, but House Oliva's side of the map is especially glitchy. When you tap the bugged out area of the map with your finger, a small box pops up informing you of a certain "ERROR CODE - 675: SCANNING EQUIPMENT ERROR"
You walk back out into the Mysterious Room. There are no windows. You teleport back to the Woods, and find no mountains anywhere in the distance.