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A Nimire and a Cat in SWL. Also, horrifying alien pregnancy powers.
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She seems to be in a quite literal dead end. No more gates mysteriously swing open, either. One of the mausoleums is blocked by a solid stone door.

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A door! Sometimes those are openable!

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There's some kind of mechanism next to the door, but it has no obvious way to interact with it.

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Why this.

Okay, fine. She examines the mechanism. What is its deal.

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It's a slot. Inside the slot is a socket for something. It looks like it's made to come apart and go back together again.

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Are there, perchance, any objects in this overly dramatic rock garden that look like they might be meant to go in the thing.

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There's the stick that the big zombie dropped! It has a sort of connecty thing on one end.

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What... okay. Sure. Fine. Stick, go in thing.

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Abracadabra, the door opens!

Uncharacteristically for the inside of a tomb, the floor is instead a giant hole into another hallway. It looks like a safe enough jump.

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"This experience has minimal educational value!" she says, but she jumps down.

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Once she leaves solid ground, the air goes weird again. "Make the right choices," both voices say. The air snaps back to normal.

She lands in a hallway that looks like something out of an Indiana Jones movie, complete with a few scorpions scuttling away from the torchlight at the other end. Cryptic Dream Lady is there, by an ornate stone door.

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Naomi approaches the Cryptic Dream Lady and gives her an extremely fed-up look.

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Cryptic Dream Lady either doesn't notice or doesn't care. "Fighting eternal darkness is a fool's errand," she says. "Wisdom is the light that drives the darkness away." She pauses. "The torch, child. We speak in metaphors because alien minds cannot decipher them. Your path will be equally puzzling - wisdom must be your torch." She vanishes.

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Does this by any chance indicate that she is meant to interact with this here torch in some way.

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Pulling on it will open the door, yes. It also releases some kind of catch and the torch comes off the wall in her hand, which is convenient, because the hallway past the door isn't very well-lit.

The floor is made of tiles with symbols on them, arranged in some obscure pattern. The arch above the tiles is illustrated with a glowing version of one of the symbols.

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"I am so not impressed with your idea of learning," she says.

Okay, do the tiles with the special symbol form a path across the tiled section? Looks like yes. Off she goes.

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As soon as she steps on one of the tiles, it sinks a few inches into the floor and the symbol on it lights up. Closer inspection, or really any inspection whatsoever, will reveal that it's the same as the symbol on the arch.

Once she's across the tiled section, the voices come back.

"You are with the chosen, but you must choose for yourself," the woman says. At the same time, the man tells her, "You are with the chosen, but you must make the right choices."

The hallway eventually slants downward and opens into a large hall. Six large tiles, a different symbol on each, are arranged on the walls within easy reach. Near the ceiling above the door, three of the symbols are carved into the wall.

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Is the solution here perchance 'find the first symbol and poke it, then find the second symbol and poke it, then find the third symbol and poke it'.

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Wow, she must be super smart.

The door at the end of the room opens with a grinding of stone and grit. In the room beyond is another hole in the floor, though this one looks like it has been built into the stone on purpose. Exactly what that purpose is is unclear.

There's nothing else in the room aside from some broken pottery.

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"Fine, I'll jump down your fucking hole in the ground."

She jumps down the hole.

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As before, the air does the weird pressure thing while she's jumping.

"This is merely a dream," the woman says.

"Even if this is merely a dream," the man echoes her.

The next hallway is carved grey stone, clearly meant to be a tomb, though not currently in use. A fire burns in a rusty barrel in the corner; the woman stands some meters away next to yet another ornate door.

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The torch vanishes from her hand on the way down, or she would be sorely tempted to throw it at the woman.

Instead, she marches up to her and says, "All right, what's today's lucky number?"

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"They are the cats prowling at the walls of reality. You are the mouse. It is best to remain unseen. A clever mouse creeps carefully, to avoid stepping on a trap."

The door opens. The woman vanishes.

The next room isn't a room at all; it's the outside of a concrete structure, covered in dirty snow. It looks like it should feel cold, but it doesn't. A lane extends down to her right, leading into a bunker of some sort.

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...sure, fine, follow the non-yellow non-brick road. Cautiously.

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Nothing happens on the road itself. Once she reaches the entrance to the bunker, she will see that the hallway is littered with piles of land mines, many of them blinking an ominous, silent red. If she steps carefully, she will make it past the mines and into the next section of hallway, which holds a scattering of vertical red lasers. They're even easier to avoid than the mines. Around the corner is a horizontal laser, maybe half a foot off the floor.

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