CYOA - WEEK 1
SEEK A WAY OUT...
Without warning, sometime on the evening of the second day of the first week, a large, black mass emerges and swallows you whole. Dragging you through a dark tunnel, you'll soon find yourself in a strangely dark room.
Thankfully, you aren't alone. There are three others with you as the dim lights cast an eerie glow on your surroundings. It's hard to really see what, precisely, is around but as you come into consciousness a radio crackles from above. A distorted voice speaks suddenly, breaking the silence.
Consider this a privilege. You are going to participate in a game…it is a game where you may emerge victorious, but a game where you will put your life on the line.
The purpose of the game is simple. Leave this place alive and with purpose. It is hidden, but there is an exit to be found…seek a way out.
You have three hours. At the end of your time, should you not succeed--
The words cut out. The radio goes silent and the light in the room disappears entirely. An alarm begins to ring out, loud and blaring and echoing through the room.
Hopefully you got a good look at the interior before the lights went out.
The first step will be shining some light on the situation and disabling the alarm.
Best of luck to you.

In this CYOA, characters are tasked with venturing through locked rooms and solving puzzles to seek a way out of the facility they've been trapped in. They will each be faced with a variety of puzzles, clues, and traps that will help or hinder their progress. They will also be dealing with small manifestations of corruption that they will need to clear to proceed. In doing so, characters may earn items or hints toward the game's plot. Real time will pass, so all characters will be missing for a maximum of three hours…if they escape.
Proceed with caution.

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[Given that there are four shelves, Nana shows the group one of the first pieces of paper she'd discovered in this place:
1 5
2 3
3 1
4 1
]
... Do you think this might correlate with the number of shelves?
[If it's a matter of separating the rabbits with silver on them, perhaps all they need to do is get them on the bottom shelves by tapping]
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[Not after nearly getting gently air fried to death by the darkness, anyway.]
We have four rows of numbers... [And 5+3+1+1 is 10...] Could this be the amount of rabbits we need to get on each shelf?
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That's it, that's the tag.
Just kidding. She does look over the paper Nana has, then back to the rabbits, so at least she's trying to think of a solution? Great. Are the rabbits numbered or anything?? ]
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[ She taps the glass with the screwdriver since she already has it out, trying to see if there's a pattern to the way the rabbits jump. ]
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It's working!
Shall we put five rabbits on the top shelf?
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It's not as if we have any other leads.
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That's it, that's the tag. For real this time. ]
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tap to the top
Following both Nana and North's lead, Four taps until there are five rabbits at the top, three on the second, one on the third, one on the fourth. ]
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Upon unscrewing the case, they will be able to open the glass door and find the rabbits on shelves three and four have a padlock on the underside of each, locked tight and needing a key. The rabbits will need to be unlocked though seeing how there are two metal rings attached through the ribs.
They could also, in theory, just break the rabbits but that's really up to you. Regardless of method, when they retrieve the rings, they will find the letter C engraved on one and the letter K on another.
There's only two spaces on their code that they can be filled in, and as that happens, they'll hear bolts shifting and metal creaking as another electrical panel pops out of the door.
The dark wisp curls under and around the door itself...as they approach the door and the panel, they'll find that it's a series of spaces for the wires Four has, and in the center there is a scanner. Plugging in the cords should power the scanner.
Without warning, the radio voice crackles from elsewhere.]
Can two beings communicate in the absence of physical contact? How can you connect without a touch?
[There are enough wires to plug each end into one of the holes. But what's this about not touching? And why does it look like there's a round center to this panel?]
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[Nana asks out-loud, more to herself than to the others. Listen, she's from the age of the internet, so the idea of communicating without physical contact isn't a strange one to her.
Regardless, though, she's paranoid enough from their adventure that she's going to make sure she's not touching anyone while she goes to look at that round center, just in case there's more details to find.]
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Everything here is a riddle. [Which is, you know, the worst. She huffs, following after Nana to examine the panel.] It sounds like it could be speaking about phones.
[Or the internet. But nothing here has even hinted at it, so...]
Let's take a look at the watch you removed from the phone again.
[As in, is the face round?]
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[ Even as she says that out loud, Akane sounds like she knows that it's. Nothing useful. But she's trying to contribute again... Vaguely... ]
Or is it just that people communicate with words...?
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There are multiple ways someone can communicate with each other without touching.
[ Her brows furrow, and she looks from the panel to the wires she's holding. ]
Do you think those will... fit?
[ She's not thinking in riddles. She's thinking in literal. ]
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As the paneling is plugged in and sorted out in a way that makes sense, the depression in the panel lowers to allow the watch to fit. The face of the watch also changes, now lighting up with the number "5" instead of a normal clock face or anything. The shadows creep under the door and the watch itself begins to melt into the panel.
Whatever's behind that door? That's the source of corruption in this gateway.
Proceed?]