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.

no subject
It Rust Lo Ck
Whatever that means.
…well? What's left, girls?]
no subject
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]
no subject
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?]
no subject
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?]