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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Also no, you're stuck with your wallmounts, goodbye. With this amount of light though, while the girls are searching they'll notice a few things.
a.) There are four numbers they can find engraved in the lantern knobs: zero, three, six, nine.
b.) There's also a weird, black wispy-like substance coming from the top of the breaker box, a little darker than the color of smoke.
Fun!]
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... Mm, North-san?
[
assuming Nana knows North's name by now ANYWAYNana points to the breaker box because frankly, that's what's caught her attention.For once, she has a concern.
She has many concerns.]
The breaker box wasn't hot when you touched it, was it? [O-on the off-chance something's just on fire and this is fine, everything's fine, guys]
no subject
... No. No, it wasn't.
[SOUNDING APPROPRIATELY CONCERNED. BECAUSE? SHE HAS MANY CONCERNS?? Yikes!]
That's not smoke.
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I'm going to look around first... just in case we're missing anything.
[North is free to either go for the breaker box or join her, no pressure from the banana!
So first things first, anything on the walls that would catch her interest?]
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Let me know if you find anything.
[And while Nana looks at the walls, North will direct her focus elsewhere. Is there anything of interest on the floor? Or perhaps any furniture or items they haven't taken a look at yet?]
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While North is looking at the floor, she'll find that there are some interesting-looking scruff marks and also what looks like some nail marks on the floor right under the breaker box. If she counts them, there are nine. Wonder where the tenth one went....
There's also a small loveseat-type couch under the clock Nana is looking at. Will they bother to examine that, too, or nah?]
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Well, she'll shelve that information for later, seeing as she hasn't checked the numbers on the lanterns quite yet.
And yep, definitely checking the couch that's under the clock -- specifically, she's going to try and remove the cushions to see if there's anything hidden there (assuming there are cushions to remove)]
no subject
She's apprehensive as heck of the entire area surrounding the breaker box, but that doesn't stop her from crouching in order to take a closer look at the ground. Starting with the nail marks, does it look like whoever these belonged to had their hand spread as they made them? Or are they close together/haphazard? If it's the first option, she'll try to get a feel for the size of that person's hand by placing her own fingers over the marks.
As for the scuff marks... Do they look like they're the result of something hitting the ground, or something being dragged across it?]
no subject
While Nana's observing the couch, she'll be able to remove the cushions and she'll find a piece of paper on one of them. However, it appears to be a series of lines and dashes -- morse code of some sort.
On the other cushion there's a diagram of a grid with numbers on the horizontal grid and numbers on the vertical grid. The numbers read:
1 5
2 3
3 1
4 1]
no subject
North-san, please take a look at this.
[So many dashes and lines. Maybe morse code, even if she has absolutely no idea how to read it. At some point she's going to lead North to the cushion as well, gesturing to the numbers uncertainly]
I'm not sure what these mean...
no subject
Standing up and turning around to face Nana, she offers zero commentary on what she just found. It's fine? This is fine. Nothing disturbing about the fact that someone smaller than her got forcibly dragged away here. Gosh.]
I can't tell what those [pointing at the grid] are meant to represent without context. There's something we're still missing.
[With their luck, it's probably going to be something related to the breaker box... rip.]
Let me take a closer look at that paper.
[Assuming Nana forks it over, what does the morse code say?]
no subject
It Rust Lo Ck
Whatever that means.
…well? What's left, girls?]
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That... doesn't make a lot of sense to her?? And there's the fact that the Ck might mean something on its own.]
Maybe it's a code for something... no, the breaker box needed numbers, you said...?
[Speaking of that, Nana perks up briefly as she remembers the clock]
Do you remember what the time was before we left for here? The clock read 6:30 -- we might need those numbers for something.
[Listen she knows a puzzle room when she sees it? Bless being born in an era where she actually knows what those are]
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Yes, for the keypad. But we've yet to see the interior.
[So maybe the grid has something to do with the breaker...? Assuming it has enough switches for that, or something. Either way, she hums thoughtfully at Nana's question — before shaking her head.]
We've only been here for 32 minutes. So, no. It's not 6:30. [A beat, and she glances at the breaker box.] Did you take a look at engravings on the lanterns? There were four numbers. Zero, three, six and nine.
no subject
[Beaming a little, and bouncing her hair ponytails in amusement]
Banana Lucky~
[Just. Ignore this chipper girl and her antics, North]
Shall we try putting in 6, 3, and 0 to see what we get?
no subject
She's going to ahead and ignore the shit out of her antics. Time to face the cursed breaker box, instead. But, first thing's first.]
If something tries to attack us, you're responsible for your own safety.
[Yeah.
Anyway— She's inputting 630 into the keypad. If it looks like it'll require four digits, though, 630 will become 6309. Any results?]
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The breaker door swings open and the darkness spills out, floating away from the box and down to the floor, snaking along and heading back toward Akane and North. Inside the box are the switches for the lights to reset them, but toggling them back and forth doesn't seem to work for some reason.
There's also a cassette player.
...so what's that about?]