- You are in a locked room. Escape.
> look
- Please be more specific. What do you want to look at?
> room
- The walls are colored a vague shade of bagel beige and has twelve equal walls.
- There is a door in the western wall, an oak table against the opposite wall, and a pyramid of perfectly generic objects to the south.
- The only reason you have any idea about the direction is the crimson N splattered on the wall across from the pyramid.
- Hopefully that's red paint.
- Lastly, whirring from above. A vent cover is barely visible in the ceiling.
> look floor
- Would it kill you to use prepositions? Ugh, fine.
- The floor is tiled in the same faded fawn coloration as the walls and appears to be spotless.
> look vent
- Use 'at' and maybe I'll tell you.
> look at vent
- The vent cover is just visible by the slats which give a little bit of vision into the duct above.
- However, it has been painted for careful concealment by giving it the same shade of bleached bronze as the rest of the ceiling.
> look at pyramid
- This pyramid is precisely constructed of perfectly generic objects.
> look at objects
- Which objects?
> generic objects
- The perfectly generic objects are altogether average articles, stacked into a pyramidal shape.
- Attempting to unstack them is not recommended.
> unstack pyramid
- Are you sure?
> yes
- As you begin to uncap the pyramid, a hypercube is released.
- You're not quite sure how, but it encases you and, after a few moments of complete searing pain, you black out.
- When you awaken again, the pyramid is back in order but the room is otherwise unchanged.
- Maybe now you won't try the pyramid again.
> unstack pyramid
- I forbid it.
> unstack pyramid anyway
- The pyramid vanishes, probably to spite your insolence. Get on with the adventure.
> pout
- You pout for a while.
- ...
- Are you done yet?
> no
- ...
- How about now?
> no
- Too bad. Static crackles out of a watch on your wrist you would have noticed earlier if you weren't wasting time.
- "Testing. You there?" The voice sounds vaguely familiar...
> poke watch
- You fumble around with the buttons a bit. The voice speaks again. "Agent Crawler, please respond. If you are under duress, it has been a pleasure serving with you."
- The watch starts heating of its own accord. Between the name and this...now you remember. Junior member of special operations team Blue Depths, agent A. 'Crawler'...although your mission still escapes memory.
> ask about mission
- The voice sounds greatly relieved upon deactivating the bomb in the watch after hearing from you, and tells you as much.
- Apparently you were here to check on Darkness's plans to force hostage Aether scientists to create a four-dimensional construction and use it as a torture device. That was probably the thing that came out of the pyramid and attacked you earlier.
- Before the conversation can continue, though, the doorknob turns.
> hide with table
- Springing to action, training back in mind, you run over and flip the table to use it as cover. Probably a good idea; the guard who arrives has a dagger in hand, five more in his belt, and from what you know about Darkness...he probably knows how to aim them.
> charge him
- You reach to your own belt...and, finding yourself well-equipped with water, smirk softly. You fly out from behind the improvised barricade, raining sharp and cold with your Ice Bolts.
- Quick, what do you do next?
> get out
- Jabbing the distracted guard in the shoulder with an icicle and leaving it there, you run by through the open door. Forget the room, the mission is more important now.
- Now you're in a hallway, lined with many doors. To your right there's a T-intersection, while far to the left the corridor turns off to the left again. Going quickly would be a good idea. What now?
> go left
- Going to try any of the doors along the way?
> no
- The intersection has another hall of doors if you turn left, but one single door at the end of the right branch. Which way?
> right
- You approach the sole door at speed, footsteps sounding behind you. What now?
> break door
- Momentum isn't in your skillset, strictly speaking, but you ram through the door nonetheless. That's going to leave a mark...
- The next room is a small plain chamber with smooth metal walls and another door. The guard is also right behind you!
> attack guard with secret weapon
- ...it's a good thing you have a secret weapon to attack with at all.
- Summoning your Trident (and feeling the air dry a little), you spin and catch the guard's arm before the dagger finds your back.
- Pressing your opportunity, you remember your two-type training. With one hand on the metal wall, you jab your armament towards the guard.
- The floor shakes and half his complement of daggers go flying, including the one he was holding. He's fairly defenseless in this startled state.
> spear him
- As you're about to deliver the finishing blow, a hiss from behind catches your attention. The other door is still shut, and the noise seems to come from another vent cover you didn't quite notice in the ceiling.
- An acrid scent quickly reaches you at about the same time the guard begins coughing and retching; your stomach turns and you'd know that smell anywhere. Poison.
> go through other door
- Your head is already feeling light as you walk to the other side of the toxic chamber; whatever supplies Death pitched in here, they're pretty...potent...
- The door is opened to a maintenance area, but you're starting to have trouble seeing.
> heal quick somehow
- There's enough clarity in the noxious fog to remember that you're a Water elemental, which means you are capable of stopping poison in its tracks.
- Though shaky, you raise a vial to your lips, remembering the purity of the water, remembering to Purify...
- It's not immediate, but the mental haze fades and you can move again.
> look for path
- Besides the way you came in, this room doesn't seem to lead to anywhere except the vent system.
> go vent
- What, you want to complain to your liason at HQ? Unless you mean go 'in' vent, in which case, say as much.
> go in vent
- You head into the vent system. It's pretty dark in here, but at least doesn't seem dangerous. You reach an intersection. Do you want to go north (backtrack), west, east, or south?
> go west
- At the next junction in the vent maze, you may go north, east (backtrack), or south. There is a whirring echo from the south and a faint light in the north.
> north
- You're getting further in the vents, so you have to crawl.
> crawl north
- While moving forward, a loose panel gives way. You drop from the vent shaft and land in another room similar to the one in which you awoke, but no table to take cover with this time.
- You are in a locked room. Escape.
> RAAAAAAAGE
- 'RAAAAAAAGE' is not a valid command.
> QUIT
- Are you sure you want to quit? Progress will not be saved. (y/n)
> Y