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File 146727004862.png - (88.22KB , 800x600 , HQ126.png )
732752 No. 732752 ID: d2ab81

275 posts omitted. Last 100 shown. Expand all images
>>
No. 838022 ID: d86ba0

Andrew, ask Konoe if the phrase about someone “being a glow” has any meaning to her... while going to the door on the other side, of course!
>>
No. 838143 ID: 16dab1
File 150846373320.png - (23.15KB , 800x600 , HQ188.png )
838143

>>836461
>>836462
"I got the garnet stone back."

>>836461
I'm not entirely sure what it'd read. And I don't want to look over the edge to find out either. Heights... kinda freak me out.

>>836462
"Elle était le lueur..." if only I knew French class would've been useful, then I might've taken it.

>>836463
That... doesn't seem right. Are you missing something? Or was the writer just really bad at grammar? Hrm.... I'm not sure we'll get an answer to that last question for a while.

>>838022
What's the point in asking Andrew if I'm right here? "That and they seem to be talking specifically to you now. Though, they occasionally speak to me as well"

As for the door? It's not opening. It's not like the previous doors, rather, it seems to be blocked by a heavy object. I'd ram it open, but I still feel a bit sore from the fall earlier.
>>
No. 838153 ID: ae9b99

Then maybe Andrew can ram it open...

that, or maybe we are onto something with that NXD symbol. was there any shirts with that symbol that we can put on the light table? we could probably draw that symbol on a shirt if we had a writing tool. Btw, the "N" is backwards for some reason.

what happens if we put other clothes on the drawing board, like that Jack Ketch shirt, or the torn up sweater?
>>
No. 838156 ID: 3ce125

If there's a shirt with BNY on it, that could be the way to get that second door open.
>>
No. 840018 ID: f0d8a6
File 150907100490.png - (22.71KB , 800x600 , HQ189.png )
840018

>>838156
>>838153
I... don't know why you're still thinking about that light. It had only one specific pattern to it, that being the symbols that were on Andrew's old shirt. I just can't see it reacting any differently to other shirts.

>>838156
As for you; how in the world did you get BNY? Is that over the edge as well?

>>838153
Looks like he *could* ram it open. Or, at the very least, partially open. Whatever was blocking the path has toppled over with a loud thud. We could continue working on this door, or we could keep fiddling with the light. Though, for me, I think the light no longer has a use. "You never know for sure though" Hmm
>>
No. 840020 ID: 3ce125

>>840018
BNY on the wall there above the drawing of the blue dude.
Just keep shoving the door I guess.
>>
No. 840094 ID: ae9b99

>>840020
I thought that says "Beryl"

I'd say split up with one of you checking the light, and the other trying to get the door open, but I prefer you too stick together, especially since we don't know what would happen if you go back through the previous door... Just stick together.

anyway, keep fiddling with the door I guess.
>>
No. 840438 ID: 15a025

Keep working on the door. Try and kick it down in style.
>>
No. 842055 ID: b2dbe3
File 150966850019.png - (23.42KB , 800x600 , HQ190.png )
842055

>>840020
That reads Beryl, actually. The perspective you're looking from might make it look like something else.

>>840094
>>840438
>>840020
Whatever was blocking the door, Andrew knocked over just fine. There's a pretty heavy thud to it.
Don't push yourself too hard, by the way. Don't think I didn't see you trying to massage your arm. Try to be a little kinder to your body. "U-uh, right."

Curiosity is egging me on to look at what toppled over in that room.
>>
No. 842056 ID: b2dbe3
File 150966855986.png - (20.34KB , 800x600 , HQ191.png )
842056

It was a Discordant! Goddammit!

>>840438
You sure you want me to kick this door open?
>>
No. 842103 ID: 3ce125

>>842056
You should probably start shooting instead.
>>
No. 842126 ID: ae9b99

Probably not the time to be asking, but how can you tell if someone is a Discordant or not? I assumed they would be bloody and veiny looking like the one we faced earlier.
>>
No. 842744 ID: c0641d

Wait! Konoe, are you sure that's a discordant? (Also, geez, who came up with that name?) Andrew, does that look like a shopkeeper, or is it safe to assume it's nothing you recognize? Both of you get back in case it is a discordant. Maybe call out to it in case it's a shopkeeper or somehow a regular delver.
>>
No. 842746 ID: c0641d

(Also, didn't the door open inward in the previous shot? What's with the perspective here?)
>>
No. 843939 ID: 466a9f
File 151027874192.png - (29.24KB , 800x600 , HQ192.png )
843939

>>842744
>>842126
I'm certain it's a Discordant! "And *I've* seen nothing like this before." While every Discordant I saw previously was like that red and black gaseous one, this one has one of the defining features: the ability to bend light! Not sure if you can see it, but things don't usually make sense near more powerful Discordants.

>>842103
Already on it! Damn thing's dodging the bullets though. I don't think I've ever seen one actively evade like that.

...

After half a clip or so of bullets, the Discordant fled. It looked like it went through a portal.

Given how it warped light, we were probably lucky that it didn't attack. "Did we wake it up from a nap or something? It seemed rather panicked." It was probably the bullets that made it panic. Now then, when it comes to Discordants many of them seem to try and cause hallucinations at first to distract their prey. Afterwards, they drop the hallucination and strike. During that time they start to bend light, and more powerful Discordants are capable of causing a whole room to swirl around you if they wanted to.

At least, that's what I've seen so far.
>>
No. 843942 ID: ae9b99

Konoe, I Dunno about you and Andrew, but I think the Discordant may have effected our vision. the room looks a little weird right now from my end. um, can we go in the next room before some of us gets motion sickness?
>>
No. 843960 ID: 3ce125

>>843942
I think we're seeing a snapshot of before the Discordant ran away.

Go check out the room! It looks familiar.
>>
No. 845473 ID: e7ec5b

>>843939
Yo, the floors look like they're shiftin' or some shit.

Yah might wanna start leggin' it to somewhere that ain't there.
>>
No. 845492 ID: d86ba0

...Actually, go back to the room with the light, and put the picture of the familiar blue person under it. I think the wall art is hinting something....
>>
No. 845590 ID: c0739d
File 151088884333.png - (14.05KB , 800x600 , HQ193.png )
845590

>>843942
>>843960
>>845473
Yeah, I guess you guys have a slight delay on these things.

{Majority suggested next room}

"At the very least, we're back to familiar territory." We? I've never been here before... "But the audience has."
...
"About that Discordant from earlier, I remember you saying that I was fairly colorful as a Discordant myself... so was it kind of like that one?" Well, yes. The difference is, you were massive and that one was very small. The thing about those more colorful Discordants is that they seem to be harder to kill, but at the same time, it seems they've got different goals from your usual red and black ones. I'm not entirely sure about that though, I've only really seen those types from behind windows and such. Until I met you of course.
"Huh... well, maybe the colorful ones aren't as hostile?" You literally tore two guys in half. I don't think the technicolor ones are passive.
...
Why are you giving me that look? "Why didn't you tell me I did that before?!" Didn't want to dump too much on you at once. That, and I wanted that image out of my head.
>>
No. 845597 ID: 3ce125

Alright Andrew, check your mail and your package.
>>
No. 845604 ID: d9ece0

>>845590
Yo catface, mail-call.
>>
No. 845616 ID: 91ee5f

>>845590
>you were massive
So he turned into a fat guy?

>You literally tore two guys in half.
That's a horrifying image I didn't need in my head! O_o

It's a good thing we didn't actually see that otherwise I would've been sick! ..........no, never mind, I'm still getting sick. I'm going to be sick. I'm going to-
*insert disgusting vomiting sounds here*
Ugh, sorry about that.
>>
No. 845696 ID: ae9b99

hmmm, hey Konoe, I was wondering: what brings you to this crazy place?
>>
No. 849473 ID: a78a0a

>>845590
Wow. Step away for a few weeks and you miss out on EVERYTHING. Also, it appears the separation issue has already been resolved, though you're looking a bit... flat now, Konoe, and I don't mean just the chest area. I would still like a reminder of what both Konoe and Andrew are carrying currently, though the tote bag could be useful as that would give at least one of you more carry capacity (or so I would assume). The umbrella might make for a somewhat convenient melee weapon if it ever gets down to that (unless someone's packing something better that I'm not aware of).

In any case, barring all that, check and see if the door you came into this room leads back to where it should, or if things have changed. If they haven't, grab what you reasonably can, and proceed.

Oh, and check your mail, Andrew. Looks like there's been a delivery since you were in this room last.
>>
No. 859568 ID: 245a0f
File 151633771299.png - (14.86KB , 800x600 , HQ194.png )
859568

>>845604
>>845597
"It's... a couple of train tickets? I wish I still had those books..."

>>845616
No no. Think more like a giant; towering over others. We probably were ants compared to him at that point. "Well, that's... interesting. Where'd I even get all that mass?" The world may never know.

>>849473
Andrew has: 9mm handgun, 9mm clip (x2), Garnet Stone
I have: 9mm handgun, 9mm clip (x2)
Well, that was my inventory before I got the backpack, so now I've got a 9mm handgun, two 9mm clips, and an empty backpack. And I still have no idea what you guys are talking about when it comes to me being flat. I mean, when it comes to my chest I'm a 32B, and my body is the same as it's always been. "Ah... nnn, never mind." Er, alright.

>>845696
I... am not really sure. It feels like I've been here for a very long time, so it's pretty fuzzy. I remember dropping down a well at the very least.
>>
No. 859577 ID: 3ce125

>>859568
Ok, what's in the bag?
>>
No. 859583 ID: ae9b99

>>859577
Well I can tell one thing that isn't in the bag. Andrew. You know, because he is a cat, and he is out of it?

...

...

...

get it?

I'll shut up.

take the umbrella, you never know when there might be a random rainstorm in this crazy hall.
>>
No. 861917 ID: 245a0f
File 151694425208.png - (13.50KB , 800x600 , HQ195.png )
861917

>>859577
It's empty, as I had said earlier. Though, it might have stuff in it later down the line.

>>859583
... "That was... special, I'll give you that."

Anyways, there isn't much room in this backpack, so we might as well carry the umbrella. "I suppose I'll take it. We were looking at one quite a while back too, so I guess we lucked out."
>>
No. 861924 ID: ae9b99

Enter/exit the right door. open it slowly as a precaution.
>>
No. 867900 ID: 245a0f
File 151875320070.png - (35.21KB , 800x600 , HQ196.png )
867900

>>861924
Slowly but surely, I open the door; and I am greeted with a large room with pink-ish bricks and some tough looking vines connecting the ceiling and the ground. There's a door in the middle of the path, and to the sides of it are some spikes. Overall, this room looks distorted.
>>
No. 867928 ID: d86ba0

Whoever is the bravest: glance down and see what is below the path. You know, just in case...! And unless the vines have anything interesting with them, confront the oddly avoidable looking door.
>>
No. 867939 ID: b1b4f3

>>867900
Distorted? Doesn't that mean there could be a discordant in here?
Is the door locked?
>>
No. 867949 ID: 9e9410

That>>867900
That slope looks a bit too steep for you to make it alone. Get Andrew to boost you up, then see if you can pull him up.
>>
No. 867968 ID: ae9b99

from where we are, we don't see a doorknob. Is there a doorknob on your side? I wonder how it opens? perhaps kick it?
>>
No. 871279 ID: 245a0f
File 152005025455.png - (35.63KB , 800x600 , HQ197.png )
871279

>>867939
Not necessarily. Discordants can bend light, but this room is how it looks. The strange bends are definitely no trick. Though, it'd still be a good idea to keep an eye out.

>>867949
Cat face over here has proven to be a good springboard. I've made it up far enough to check on the door, though pulling him up doesn't look likely at the moment, there's barely even any room for myself.

>>867968
It's strange, the door is covered in various doorknobs and a painting of an eye from this side. I won't bother questioning how the shit this would work, but opening this might prove to be a total pain.

>>867928
"I-I guess while Konoe is over there I'll get that one done." You don't have to freak yourself out you know, I could hop down and check for you. "No no, it's alright. You keep doing what you're doing. It doesn't look like there's anything too eye-catching down there anyways... just a terrifyingly long drop." ...Alrighty then.
>>
No. 871339 ID: b1b4f3

>>871279
Hmm, I guess try a doorknob? I'm wary of picking the wrong choice but I don't think we have any indication what the correct one is.
>>
No. 871357 ID: bbbdf9

>>871279
This layout reminds me of the Orion constellation, but the belt buckle is missing.
>>
No. 872959 ID: 245a0f
File 152075799068.png - (9.59KB , 800x600 , HQ198.png )
872959

>>871357
I can kind of see it.

>>871339
I've turned the lowest knob to the left. A line of some sort has extended from one knob to the another as the eye's iris shrinks.
>>
No. 872960 ID: b1b4f3

Turn the one that's newly connected?
>>
No. 872964 ID: c8ffa1

Maybe you have to form a shape that doesn’t cross over or go through the eye?
Try going around the outer knobs in order around the door.
>>
No. 874448 ID: 245a0f
File 152142706558.png - (10.25KB , 800x600 , HQ199.png )
874448

>>872960
It connects to another knob. A faint little "chink" sound can be heard. "The iris looks more or less the same too." That it does.

>>872964
There's no real way to send the lines in a specific direction. The newly connected knob heads straight for the eye but is promptly blocked by something else. Whatever the line collided with has created a sort of bump on the door.
>>
No. 874455 ID: ae9b99

let us quickly check the back of the door from our end, see if anything changed.
>>
No. 875550 ID: 245a0f
File 152211256154.png - (34.63KB , 800x600 , HQ200.png )
875550

>>874455
I'm not entirely sure if anything changed. I'm not in a good position myself to check. So just let us know, a'ight?
>>
No. 875553 ID: b1b4f3

There's a red horizontal line about as far up on the door as the obstruction is. The spot where the bump is, there's a bit of a break in the line. Or maybe the break in the line is in a different spot? Hard to tell.

I guess just kinda fiddle with the knobs to see what the puzzle can do?
Can you turn that third knob left? Maybe there are lines all over the place and you need to aim at the gaps.
>>
No. 877596 ID: 245a0f
File 152307932201.png - (10.88KB , 800x600 , HQ201.png )
877596

>>875553
All the other knobs seem to function normally. Looks like the one to the right of the eye might is all the way to one side. Not quite capable of seeing which direction that is though. As for the break in the line, that seems to be a feature in all of these lines on the front as well. Probably just there for visual design.

Turning the third knob over to the left connected it to the first on- ACK! It shocked me... and not too bad, but just enough to startle me. "So like an electric fence?" Yeah, actually, like that.

The knob is now a sort of electric fence-kinda deal. Something tells me that's not quite what we're supposed to be going for. And the fact that the Iris has grown doesn't make it seem any better.
>>
No. 877607 ID: b1b4f3

>>877596
Poke the eye.
>>
No. 877696 ID: dc91a0

Take off your shirt, and use it to insulate your hand to turn the previously attempted knob.
>>
No. 878529 ID: 245a0f
File 152358998341.png - (23.32KB , 800x600 , HQ202.png )
878529

>>877607
Nothing really happens. Pretty much the only noteworthy thing is that it feels metallic.

>>877696
I'd rather not be taking my shirt off, especially not with this guy around (and god knows how you... things will react to that). I'll just take the shocks instead; like I said, it's merely startling. Not painful in the slightest.

...

And it's back to how it was previously.
>>
No. 878536 ID: b1b4f3

Okay look, it seems like you need to make a full circuit or something with all the knobs but I have NO FUCKING IDEA how you even get the lines anywhere. Have you just been stopping as soon as the first line shows up? Are you not rotating each knob 360 degrees before stopping to tell us what each one can do?

I suspect there has been some miscommunication. Try rotating the bottom-right knob until it connects with one of the top four knobs. Preferably one on the right.
If you can't do that at all, try getting the bottom-left one to connect to one of the upper four knobs.
>>
No. 878700 ID: c0641d

>>878529
Are you sure? The eye went back to being dilated? Anyways, I agree with >>878536’s idea, except we should also try to pay attention to the other side of the door during all steps as well.
>>
No. 878761 ID: dc91a0

>>878529
>I'd rather not be taking my shirt off, especially not with this guy around
Pffft that guy's harmless. Though you are right about us. We'd become quite rowdy.

Also, suddenly, we are door. or rather... almost door.

Try grabbing the wall about one foot left of the door at roughly shoulder height.
There might be an invisible knob.
>>
No. 891301 ID: d03d44
File 153082134425.png - (10.29KB , 800x600 , HQ203.png )
891301

>>878536
I've been turning the knobs clockwise until they could no longer move. Turning them counter-clockwise causes them to move in reverse.

Turning the bottom right knob counter-clockwise has led to it bumping into something. The eye is almost enveloped in it's iris.

>>878700
The eye did, yes; however, it's now larger than ever.

>>878761
That's not exactly reassuring, but thanks for the warning I guess?

And there is no invisible knob. Merely disappointment.
>>
No. 891302 ID: d03d44
File 153082149181.png - (34.65KB , 800x600 , HQ204.png )
891302

"They mentioned something about red lines on the back of it... and there was something about it appearing when one of the lines wouldn't cross all the way either. Seems to me that it'd probably mean that there's an obstruction." You're probably right, but... well, just remember where we are. It isn't always that simple.
Anyways... onto the bottom left knob.
>>
No. 891304 ID: d03d44
File 153082204832.png - (11.92KB , 800x600 , HQ205.png )
891304

All lines seemingly retracted and the iris has taken over the rest of the eye. Shoving it does no good, it looks like that wasn't the solution.

It seems more like turning the knobs clockwise extends the lines towards a specific point.
>>
No. 891308 ID: b1b4f3

Oh, so the lines aren't rotating, they're extending, and only in two, opposite directions. Kinda looks like we have to connect knobs together since that resulted in a click, and the markings on the back of the door indicate wrong moves? Except we can't connect them in a triangle.

Try turning the bottom-left knob to the right instead of the left, to see what the other direction gives us. Maybe it'll wrap around and give us a different direction to extend the line from the second knob?
>>
No. 891312 ID: 2176b1

>>891304
Ooh, that iris is lookin mighty spooky. Be careful for goodness sake!
As for the puzzle, see if you can’t get the first laser connected from the bottom left knob to the one up and to the right, the second laser going from the higher knob back down to the bottom, and then up and around from there.
Now, from what I can tell, the iris gets bigger if you fu- uh, mess up, so if at any point my plan makes that happen then I’d recommend ceasing. The next pattern I’d try is going bottom left to bottom right, straight up to top right, then back down around the eye... or... uh...
Not gonna lie, I’m totally lost here, K
>>
No. 891320 ID: b1b4f3

>>891312
We already tried doing that. Going right from bottom left causes the bottom right knob to go up-left or down-right, except it can only really go up-left due to an obstruction in the bottom right. That leads to another knob which is obstructed in one direction then leads to a failstate in the other.

So our first move was incorrect and we need to try the other way.
>>
No. 891321 ID: b1b4f3

Or maybe we can try a different starting position? Try the top-right knob instead first.
>>
No. 891324 ID: 5fa661

Just climb over the bloody thing. There's two of you, you can help each other up.
>>
No. 893692 ID: d03d44
File 153202528866.png - (12.94KB , 800x600 , HQ206.png )
893692

>>891308
Turning it right will just keep it where it is. It's the only knob that wasn't turned clockwise.

>>891321
Unfortunately, it won't budge. Something appears to be blocking it as well.

>>891312
What you're suggesting does give the most progress, but then we'd be at the same roadblock before: there's an obstruction. And since these lines only go two ways, it's more or less inevitable to go through the eye. [refer to >>874448]
>>
No. 893693 ID: d03d44
File 153202553296.png - (36.32KB , 800x600 , HQ207.png )
893693

>>891324
Well, after some awkward climbing I've made it to the other side. About all I spot from this side is a piece of paper that kinda blended in with the floor. It's got some markings on the other side, that's about it. "I guess there isn't much reason for both of us to be over there then." No, not really.
>>
No. 893698 ID: b1b4f3

Well on this side you can clearly see the red markings on this side of the door when they show up.

Seems like you have to get rid of the eye somehow. Though... even if you do... we haven't seen what direction the top-left and middle-right knobs go. Check that, would you?
>>
No. 893882 ID: 97007d

Let's take a look ahead then check the other side of that door before moving forward.
>>
No. 896500 ID: d03d44
File 153379827609.png - (34.68KB , 800x600 , HQ208.png )
896500

>>893698
You heard them? "Yup, checking right now" ... "Looks like the both were extended all the way clockwise." And it appears the red line has vanished as well. Still that one on the bottom, but I imagine that's just because it went the wrong way.

>>893882
I assume by moving forward you mean climbing back to the other side?
>>
No. 896505 ID: f4762a
File 153380062327.png - (30.56KB , 800x1000 , 48005514-58B2-4329-95E6-04CF3A277B8B.png )
896505

>>896500
Here’s kinda a throwaway suggestion: Maybe all the knobs just have to connect to another? Try doing this: move the highest left one to the right, the middle right one to the left, and then the bottom left one to the right. Maybe then all the knobs will have been connected? (Picture for clarity)
>>
No. 896509 ID: b1b4f3

>>896505
Could be it? We don't know what those knobs up there do yet though.
>>
No. 899640 ID: d03d44
File 153565972438.png - (35.21KB , 800x600 , HQ209.png )
899640

>>896505
While it doesn't really seem to have gotten us that far, I think it gave us an idea on what the knobs to the sides of the eye do. Hoping to get this done soon, I'm starting to get hungry. "... Well, if only you popped up earlier, we had sandwiches." Nice of you to rub salt in the wound.
>>
No. 899642 ID: d86ba0

>>899640
Ok, I’m gonna guess we wanna avoid getting the red lines on the back. Turn the knobs the same way you did in >>896500 that caused the red line to dissapear, and then turn the knobs how they went the first time, like >>874448 but without turning the middle eye that leads to it being obstructed by the eye. Also, show us what this will look like on the front of the door; vauge descriptions and red lines aren’t as helpful as seeing the actual lines and where they go. If things follow what happened with the last time these knobs were turned, there should be no red lines on the back.
>>
No. 908837 ID: d03d44
File 154087291493.png - (14.27KB , 800x600 , HQ210.png )
908837

>>899642
Something clicked after that. I suppose that's all we needed.
>>
No. 908838 ID: d03d44
File 154087295916.png - (34.55KB , 800x600 , HQ211.png )
908838

"It looks like the eye turned into a door knob!" Well, that's out ticket out isn't it? Open it up!
>>
No. 908842 ID: d03d44
File 154087318334.png - (13.82KB , 800x600 , HQ212.png )
908842

With the door open, a foreboding feeling rests itself on my shoulders. "It almost feels like it's trying to pull us in..." That it does... well... we either try this or take our chances falling over the edge.

"I--- let's leave this one up to the audience, I'm not up for making this choice myself" ...Alright.
>>
No. 908863 ID: b1b4f3

Falling is bad, yo.
>>
No. 908929 ID: 5fa661

Drop something expendable inside, see if there's a gravity shift or something.
>>
No. 908990 ID: ae9b99

So on Andrew's side it is an open door leading somewhere else. What does it look like on your side, Konoe?
>>
No. 909136 ID: 97007d

Got anything you can throw in first?
>>
No. 909137 ID: 575ec0

You remember how to get out of here.

The only way is down.
Try not to panic when you "Die".
>>
No. 909187 ID: 2202fb

How far can you backtrack? Can you get back to the chute? Can we go back to the gun lockers? Both falling and the door seem like shit options so lets try to find a third till we are 200% sure these are the only two options.
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No. 914360 ID: d03d44
File 154510512216.png - (42.32KB , 800x600 , HQ213.png )
914360

>>908990
Looks exactly the same as it did before opening. Would've been interesting if it was something different there though.

>>909187
...The door back seems to have locked. "Yeah, that's pretty normal. Usually the only time it's open is at checkpoints." Checkpoints? Like a videogame? "Sort of, yeah."

>>908929
>>909136
Anything expendable to throw in? Hm... most of what I got is pretty useful. "I've got this garnet stone, it should do the trick." A'ight, toss it in.

..."Well, it seems... gravity is a bit different there for sure." How often we gotta fall today?
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No. 914361 ID: d03d44
File 154510520923.png - (16.41KB , 800x600 , HQ214.png )
914361

>>908863
Not much else we can do here, it seems. Did it once before, shouldn't be too bad should it?

>>909137
Why'd you say it like that? As though we don't technically die? What, are we undead or something?
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No. 914362 ID: b1b4f3

Can you go down slowly by bracing yourself between the two walls?
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No. 914397 ID: 2202fb

Fuckit, just jump in. There are no other options unless you want to jump off the bridge or sit here stagnating forever.

I suppose there are some spikes by the door if you want to try goring yourself to death instead.
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No. 914405 ID: 91ee5f

>>914361
>Why'd you say it like that? As though we don't technically die? What, are we undead or something?
Earlier, Andrew fell and got impailed on a sharp metal pipe he landed on. That ended up “killing” him and turning him into a Discordant.

Then after you shot him in the ass, Discordant Andrew “died” and he returned to normal Andrew.

That’s why that other guy said that.
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No. 914415 ID: e51896

>>914405

Oh, um best not to ask Andrew about it, please. I don't think it is best to bring up that terrible incident he went through with him. It was scary, and looked painful for him.
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No. 914447 ID: 575ec0

>>914361
All we know is that death here brings you back to your world via a Discordant "Prize".
We do not know if it makes you a discordant or if you just fall out of one.

We do know that the process is horrifying, painful, and traumatic. A true nightmare.

...But a nightmare you wake up from none the less.

Just know that your fate is your own when you fall down. We won't be able to help you until you emerge on the other side. We tried to help Andrew during his ordeal. We failed.
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No. 914454 ID: 2202fb

I suppose you could try (although there is a chance you will fail and fall anyway) walking yourselves down. Like how someone would climb up a vent, but you press your backs together so you are wider and go in sync.
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No. 919664 ID: d03d44
File 154899730457.png - (29.02KB , 800x600 , HQ215.png )
919664

>>914405
>>914447
That- I- what? "They... aren't wrong." Well- er... let's hope that doesn't happen again then...

>>914397
"I'd very much prefer *not* just jumping in, thank you." There doesn't seem to be that many options really.

>>914362
>>914454
...There's also that. Believe I've actually seen it in a movie once, actually. "But, uh, there's still a problem." That being? "I'm... afraid of heights."

...

Well, for now, just avoid looking down. If it'd help, we can have a conversation on the way down to keep your mind off of it. "That'd probably be good, yeah..." (Trouble is, I'm not entirely sure what to say.)
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No. 919678 ID: 2202fb

Link elbows and hold on tight while walking down.
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No. 919682 ID: e51896

Talk about... what Andrew is doing in this Hall anyway. I mean, we already know since we were with him from the beginning, but you don't. Good way to get him to start talking and get him less stressed out.

Speaking of which, perhaps you can afterwards talk about why exactly you are in this strange hall in the first place as well. Not often Andrew see's other people around here.
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No. 919705 ID: 2202fb

You could have sex.

Y'know,

option's there
>>
No. 919713 ID: e51896

>>919705
These two just met, I don't think they know each other well enough for that.

second, how can they perform that action while climbing down?

third, I don't think we should be saying such things to make Konoe and Andrew too flustered to climb down.
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No. 919715 ID: 2202fb

>>919713
idk. I mean, who knows anyone here, really? Everything changes.
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No. 923301 ID: 6f6f25

Stop hanging and land already!
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No. 923368 ID: d1869f

Also, is this dead?
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No. 925696 ID: 6f6f25

Is this going to have to be reported for being dead?

(No. Maybe check if something is against the rules first before you start trying to backseat moderate.)
>>
No. 925701 ID: 465a14

>>925696
That's not how threads work here. Just let threads die on their own instead of bumping them.
>>
No. 926295 ID: d03d44
File 155296806699.png - (17.81KB , 800x600 , HQ216.png )
926295

>>919678
On it.

>>919682
"My grandparents had built this place. Something about assisting the disabled using an intelligent AI." And that somehow ended up with a reality bending series of rooms? "I don't question it. It was weird even in the early stages. I vaguely remember seeing it change the terrain it was placed to make it flat for the building." Weird stuff...

As for me? I... don't remember a whole lot. I was chasing someone. Someone very dangerous. At some point during the chase I fell down a pit of sorts and when I woke up, I was in this place. Ran into Beryl shortly after waking up, who taught me of some of the things I'd be seeing in here.

>>919705
...
"..."
I believe that is a resounding no on our part. Added, we barely know each other.

>>923301
I'm going to pass on that offer. Even if death isn't exactly permanent here, I'd prefer not to go through it even once if I can help it. I'd imagine the trauma remains after death. "Somewhat, but I've repressed it well enough so far" ...Still not doing it "Nor am I! I'd prefer not to fall anymore... done it too many times as is!"
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No. 926316 ID: e51896

*assumes the dangerous person is Cinnamon but does not bring up her name*

You were chasing a dangerous person? If he or she is in this hall, we should be very careful around that person. Can you tell us more of this dangerous person and why you were chasing them, their name and what they look like?
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No. 926318 ID: 91ee5f

>>926295
Hey, Konoe, before we somehow jumped out of Andrew‘s head and into yours, do you know what he was going to do? He was waking up to come clean this place for his grandparents. That’s right, he was house sitting for them and was going to clean the house, but then the house decided to fuck with him, so now he’s just trying to survive like you are. You’d think his grandparents would’ve given him a way to navigate this place, but apparently they didn’t.

.....also, I hate to be that guy but I’ve gotta ask: “Are we there yet?”

I make no promises to not repeatedly ask that every 30 seconds until we finally get to the bottom.
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No. 926344 ID: 6f6f25

Ok, I wonder, what took you so long? Why did our communication leave you guys...
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