I'm making a note here: huge success
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"Beware the orbs," she mutters under her breath.

And what's the setup?

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The exit's directly ahead of her, but higher up, with a raised platform in front of it.

There are also two strange contraptions: on the floor to the right, a sort of hole that emits light with three raised metal arms around it; on the ceiling to the left, a white dome with three metal arms coming from the dome's edges and meeting in the middle in front of it, the orange end of the portal (still connected to the last blue portal she used) directly below it. As soon as she steps into the chamber, the dome opens and spits out an orb made of lightning which slowly makes its way down towards the portal.

"While safety is one of many Enrichment Center goals, the Aperture Science  High-Energy Pellets seen to the left of the chamber can and have caused permanent disabilities, such as vaporization. Please be careful."

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- aha. So, don't let the orb get you in the face, instead make the orb go in the orb-grabber. And indeed the placement of the pictograms on the floor strongly suggests this interpretation.

Ceiling above the orb-grabber portalable?

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Yep!

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Boop.

- and then she makes the mistake of opening her ground for a closer look at the orb, and she flinches back like she's been stung, which is not far from the truth. It's like the groundsense equivalent of staring into the sun, and her groundsense is not a painless way to interact with the world even at the best of times.

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"Unbelievable! You," and the voice switches to a different, higher one, "SUBJECT NAME HERE," back to the original, "must be the pride of," and the new one finishes with "SUBJECT HOMETOWN HERE."

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"Sable. Tripoint," she supplies helpfully, proceeding toward the exit.

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Just a single, regular Emancipation Grid this time.

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Away with it.

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Perhaps the voice has given up. It is anyway silent.

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Onward!

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The corridor towards the next chamber is entirely filled with emancipators, long enough that it would take her five minutes to walk its length. Some of them are in the actual corridor, most are outside and using the metal grid trick. They're connected to each other and to their power sources in dizzyingly complex patterns with an enormous number of redundancies such that destroying any one source won't work. There are robot arms actively increasing the complexity and power throughput of the setup. Some of the Emancipators are as far as seven hundred feet away from the actual chamber.

"Please proceed through the Aperture Science Material Emancipation Grids to the next chamber."

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... She looks at the Grids.

"Do you really want to play this game," she says.

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No voice. But the robot arms continue to make everything more complex and higher voltage.

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She puts down her radios and stands still and closes her eyes.

Distantly, she notices that her fingertips are numb. That's probably a bad sign. Her ground glitters and sparks with tiny fragments of copper.

Now. What can she do with this.

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First of all: ow that is a lot of not-aliveness. Like, not quite as much as the high energy pellet thing but same ballpark.

The Emancipators do not have any single points of failure—the voice must've noticed where Sable was attacking and patched that—and they're absurdly connected to everything else. If she can reach all the wires at the same time she'll probably be able to disable the whole thing. The biggest problem if she can't do that, though, are the robot arms, which seem to be replacing and adding and modifying extremely quickly. They aren't super uber-connected, although they don't exactly have a single spine, either.

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You couldn't do to the robot arms what's being done to the Emancipators - they'd be trailing wires every which way, it would interfere with their work.

Okay. Time to get a little more creative.

 

Among the things she can sense right now is the chamber up ahead. With an orb-maker, an orb-grabber, and the orange end of a portal, right there in the floor, blank and shimmering, waiting for its blue friend to spring into being.

She makes the blue end directly underneath herself and her radios, scooping them with her free arm and rolling to the side as she and they fall through. Falling up is an interesting sensation.

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There is a moment of silence that might be described as 'stunned' before the voice says, slightly more robotically than usual, "Warning devices are required on all mobile equipment. However, alarms and flashing hazard lights have been found to agitate the High Energy Pellet, and have therefore been disabled for your safety."

The next chamber does indeed contain all of those things, as well as an Aperture Science Unstationary Scaffold, stopped in place away from the exit, with a stone surface above it.

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Orb maker there, orb grabber here, orange portal directly under orb grabber therefore blue portal goes on wall with smoking impact mark, boop.

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As soon as it reaches the orb grabber the little platform starts moving. "Good, now use the Aperture Science Unstationary Scaffold to reach the chamber-lock."

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She puts a blue portal on the ceiling above the moving platform and hops down through the orange end, ta-daa.

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The voice does not congratulate her. And doesn't do anything with Emancipators before the next chamber, either.

The next chamber which...

...doesn't actually have a floor. Instead it has a weirdly colored liquid that moves in unnatural ways. There is once again an Unstationary Scaffold and an orb thingy, and as soon as she steps into the chamber the voice says, "Please note that we have added a consequence for failure. Any contact with the chamber floor will result in an unsatisfactory mark on your official testing record. Followed by death. Good luck!"

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...ooh, and that's what the 'angry water snake' pictograms are about. And the dots-hitting-you-in-the-face one too, for some reason, she's not so sure about that one.

Okay. Blue portal on the impact mark, orb goes through, proceeds toward wall, bounces off wall, proceeds back toward orange portal. Blue portal on convenient dot of light cast by orb grabber, orb comes out of portal, goes neatly into orb grabber, so far so good. Now, getting out of here...? Ah yes. Blue portal on the wall next to her, step out onto orange-portal platform, blue portal on the wall next to moving platform, step back through, wait for moving platform to cross to exit area.

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"Very impressive. Please note that any appearance of danger is merely a device to enhance your testing experience."

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"Uh-huh."

Out she goes. What's the Emancipator situation.

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