Recollé Mods (
recollecters) wrote in
recolle2019-06-07 03:14 pm
Entry tags:
(no subject)
EVENT
PREMISE • RULES • FAQ • TAKEN • RESERVES • APPLICATIONS
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
REGAINS • HIATUS/DROPS • PLOT SUBMISSIONS • CALENDAR • MOD CONTACT • NAV
CONTENT WARNINGS:
N/A
N/A
Prologue.
A strange and unsettling silence fills the city. Life goes on as you know it. School's winding down for the year, the summer heat is starting to creep in, and that strange eyeball-shaped abomination remains mounted on city hall. Twitching and scouring the area, the eye moves, scanning every single person that walks by.
As the moon rises that night, the roar of the ocean waves becomes louder and louder in your ears and you find yourself rooted in place regardless of where you are. And the moment the clock strikes nine, a loud eruption occurs.
The time has come, Retrospecters. Let's see what you'll do today.
A strange and unsettling silence fills the city. Life goes on as you know it. School's winding down for the year, the summer heat is starting to creep in, and that strange eyeball-shaped abomination remains mounted on city hall. Twitching and scouring the area, the eye moves, scanning every single person that walks by.
As the moon rises that night, the roar of the ocean waves becomes louder and louder in your ears and you find yourself rooted in place regardless of where you are. And the moment the clock strikes nine, a loud eruption occurs.
The time has come, Retrospecters. Let's see what you'll do today.
I.
There are a few options to check into given that explosion can be heard from various directions, but the most likely culprits are Tribunal Terrace itself or Peach Beach. For those of you who choose to take the land, the mechanical eye has begun to lift off from city hall, a thin beam of blue light guiding its path. As it begins to rotate through the sky, buildings are scanned and begin to deconstruct as mental wires hook into the ground and bury themselves deep beneath the earth. The blue light grows brighter as the buildings begin to fade, but as they remain rooted it becomes clear that this is the first objective.
The wires can be dismantled via physical force or magic, though they're quick and will be hard to break with just one hit. As each wire takes damage, a blue glitter-esque substance will begin to drip from the cracks and spread itself over the city, crawling its way through the streets and stretching upward through crevices in buildings and scrubbing over flora and fauna alike. With each wire broken, a new structure reconnects and restructures to something brand new. Other buildings also appear out of nowhere, the city flourishing once more with each touch.
The trouble with glitter, of course, is that it spreads and it's impossible to avoid once it's exposed out in the open. While this seems to help rebuild and restructure, it may be wise to avoid too much contact. For those who get too close and coated with the substance, they'll find an onslaught of memories from a life they recognize as their own flooding in. They'll remember their previous lives, though they may not linger for long. Memories of past events in the city, too, will begin to roll in, and as the liquid spreads it will target others you may recognize.
Those who have previously left the app will soon remember who they were.
They're bound to be confused, of course. Perhaps now is the time to fill them in on what they've missed and catch them up to speed.
There are a few options to check into given that explosion can be heard from various directions, but the most likely culprits are Tribunal Terrace itself or Peach Beach. For those of you who choose to take the land, the mechanical eye has begun to lift off from city hall, a thin beam of blue light guiding its path. As it begins to rotate through the sky, buildings are scanned and begin to deconstruct as mental wires hook into the ground and bury themselves deep beneath the earth. The blue light grows brighter as the buildings begin to fade, but as they remain rooted it becomes clear that this is the first objective.
The wires can be dismantled via physical force or magic, though they're quick and will be hard to break with just one hit. As each wire takes damage, a blue glitter-esque substance will begin to drip from the cracks and spread itself over the city, crawling its way through the streets and stretching upward through crevices in buildings and scrubbing over flora and fauna alike. With each wire broken, a new structure reconnects and restructures to something brand new. Other buildings also appear out of nowhere, the city flourishing once more with each touch.
The trouble with glitter, of course, is that it spreads and it's impossible to avoid once it's exposed out in the open. While this seems to help rebuild and restructure, it may be wise to avoid too much contact. For those who get too close and coated with the substance, they'll find an onslaught of memories from a life they recognize as their own flooding in. They'll remember their previous lives, though they may not linger for long. Memories of past events in the city, too, will begin to roll in, and as the liquid spreads it will target others you may recognize.
Those who have previously left the app will soon remember who they were.
They're bound to be confused, of course. Perhaps now is the time to fill them in on what they've missed and catch them up to speed.
II.
With the tipoff that the base is in the water, the next obvious destination is down at Peach Beach. For those of you who are looking for a more direct approach and traverse down to this area, the problem presents itself rather easily. With the ocean split into two parts, a pathway leads you straight into the center of the ocean floor where a large, round hatch awaits. The wheel to the hatch is rusty and falling apart, requiring brute force to twist it open and allow citizens to break into the base.
Dropping down into the darkness, those who fall in will find themselves in knee-deep water, the sound of the waves drifting around them as water seems to flow in from an unknown leaking point. As more time passes, the water rises higher and higher, a steady force that seems to act more as self-defense than a threat to the base itself. Though you may wish to get to the center of the problem and find the being responsible, the deterioration and flooding in the hallways makes it difficult to move forward. Some of you may have to stay behind and locate the source.
Careful, however. With the water steadily rising it makes it easier for creatures below to seep in as slimy, electric creatures slither in and bind you together in groups, working to drag you under and stop you in your tracks. Shocking to the touch, it'll take some clever thinking to escape their grasps.
It's as they say; two heads are better than one.
With the tipoff that the base is in the water, the next obvious destination is down at Peach Beach. For those of you who are looking for a more direct approach and traverse down to this area, the problem presents itself rather easily. With the ocean split into two parts, a pathway leads you straight into the center of the ocean floor where a large, round hatch awaits. The wheel to the hatch is rusty and falling apart, requiring brute force to twist it open and allow citizens to break into the base.
Dropping down into the darkness, those who fall in will find themselves in knee-deep water, the sound of the waves drifting around them as water seems to flow in from an unknown leaking point. As more time passes, the water rises higher and higher, a steady force that seems to act more as self-defense than a threat to the base itself. Though you may wish to get to the center of the problem and find the being responsible, the deterioration and flooding in the hallways makes it difficult to move forward. Some of you may have to stay behind and locate the source.
Careful, however. With the water steadily rising it makes it easier for creatures below to seep in as slimy, electric creatures slither in and bind you together in groups, working to drag you under and stop you in your tracks. Shocking to the touch, it'll take some clever thinking to escape their grasps.
It's as they say; two heads are better than one.
III.
Perhaps you've little patience for a flood and have charged ahead into the base, wading through the dark and twisting your way through different hallways. Feeling along the walls, you won't find any light switches but you will find door frames to rooms dotting the halls. While many of these doors won't open or seem to be for decoration instead, several will slide and grant you access before shutting behind you and keeping the water out.
It's a shock to the senses as a bright white room comes into view. Sparsely decorated, there's a white desk, a white chaise, a white bookcase and an aquarium. Though there's nothing on the walls, the door has disappeared behind you, and in its place is a small panel the size of a tablet. Four colored buttons appear on screen: red, blue, green and black.
A strange sort of puzzle appears behind each color, and depending which you pick you will find a challenge.
Red: Selecting the red button, you will find that the white walls flicker with a holographic image, immersing you in the scenery that almost looks identical to a luxurious casino. Card tables are spread out, along with roulette wheels and slot machines seen off into the distance. Though you can't actually leave the room, the illusion wills you toward one particular table. Fancy a game of Blackjack? Or perhaps poker is more your speed. A touch to the table will help you realize that this portion is very real and invites you to play a hand or two. For every win, you earn a token, but for every loss the lights dim a little more. It will take three tokens in-hand to play the correct machine. It may take a few tries to see, but a little looking will lead you to one with pictures of the four Founders animals on the reel. You have three tries to get three fish, rabbits, bears or wolves in a row. Only then will the walls fall away and a neon sign flashes above the door.
Blue: Selecting the blue button, the white walls flicker into a holographic image, immersing you in the scenery nearly identical to a large factory. Conveyor belts move quickly in rows and in tandem, flying past you against the walls. They seem to stretch for miles and carrying items such as home goods, groceries and school supplies. Carefully feeling along the walls themselves, you'll find an indent where a small door should be, and on the opposite wall there's a bump of a button. Activating the button, a loud buzzer rings out from overhead and the belts move even faster, allowing you to push against the wall and jump right into the holograph. Dashing from belt to belt, one will find scattered among the debris several large, wooden pieces that appear to fit together into a puzzle. You must collect all seven pieces of the door puzzle and assemble them into the indent of the wall before the belts overheat and objects flood the room you're in. Only when the door is created will the walls fall away and allow you to exit.
Green: Selecting the green button, the white walls flicker into a holographic image, immersing you in a scene nearly identical to a heavily wooded area. The greenery is bright and the trees are thick as branches rustle around you. While the forest seems to go for miles, the paths before you won't allow anyone to venture forward. As you survey the trees, you can come across a small switch hidden in the base of a tree trunk. The moment this switch is flipped, a bell dings and the trees begin to circle, rotating around the room in a slow motion. A pedestal rises from the ground and presents you with a gun as targets pop up from the trees and the underbrush. Labeled with points ranging from 1 to 150, not all of these targets are easy to spot and some may even escape from the walls entirely to join you in the room. In order to solve this puzzle, you must earn 555 points, no more and no less! Any other number will reset the game automatically, leaving you stuck repeating your work. Once you reach your target, however, the trees will part and a door will appear in the wall, allowing you to exit.
Black: Selecting the black button, the white walls quickly fade and you're left in the darkness. Pitch black and unable to see, you'll have to rely on your scenes to find your way around this room as obstacles such as tables and partitions pop up in your path. Feeling along the walls and furniture, it's only when you finally reach under a table that may or may not appear right away that you'll find a toggle switch. The switch itself, however, isn't the answer you seek. As the switch is flipped green laser lights come on, forming a pattern in the air as physical beams cross your path. A jumbled mess, these lines are tangled together and will block all movements going forward. The key to this puzzle is to be able to take the lasers and redirect them, bouncing them off of the items in the room and linking them with each other to create one solid path. It will take trial and error, and for each path created that leaves out a line the lasers will change colors and rearrange. Oh, and do try not to touch them for too long. They will cause minor electrical shocks. Once the pathway has been created, the lights will come on and a door will appear in the wall, allowing a quick escape.
Perhaps you've little patience for a flood and have charged ahead into the base, wading through the dark and twisting your way through different hallways. Feeling along the walls, you won't find any light switches but you will find door frames to rooms dotting the halls. While many of these doors won't open or seem to be for decoration instead, several will slide and grant you access before shutting behind you and keeping the water out.
It's a shock to the senses as a bright white room comes into view. Sparsely decorated, there's a white desk, a white chaise, a white bookcase and an aquarium. Though there's nothing on the walls, the door has disappeared behind you, and in its place is a small panel the size of a tablet. Four colored buttons appear on screen: red, blue, green and black.
A strange sort of puzzle appears behind each color, and depending which you pick you will find a challenge.
Red: Selecting the red button, you will find that the white walls flicker with a holographic image, immersing you in the scenery that almost looks identical to a luxurious casino. Card tables are spread out, along with roulette wheels and slot machines seen off into the distance. Though you can't actually leave the room, the illusion wills you toward one particular table. Fancy a game of Blackjack? Or perhaps poker is more your speed. A touch to the table will help you realize that this portion is very real and invites you to play a hand or two. For every win, you earn a token, but for every loss the lights dim a little more. It will take three tokens in-hand to play the correct machine. It may take a few tries to see, but a little looking will lead you to one with pictures of the four Founders animals on the reel. You have three tries to get three fish, rabbits, bears or wolves in a row. Only then will the walls fall away and a neon sign flashes above the door.
Blue: Selecting the blue button, the white walls flicker into a holographic image, immersing you in the scenery nearly identical to a large factory. Conveyor belts move quickly in rows and in tandem, flying past you against the walls. They seem to stretch for miles and carrying items such as home goods, groceries and school supplies. Carefully feeling along the walls themselves, you'll find an indent where a small door should be, and on the opposite wall there's a bump of a button. Activating the button, a loud buzzer rings out from overhead and the belts move even faster, allowing you to push against the wall and jump right into the holograph. Dashing from belt to belt, one will find scattered among the debris several large, wooden pieces that appear to fit together into a puzzle. You must collect all seven pieces of the door puzzle and assemble them into the indent of the wall before the belts overheat and objects flood the room you're in. Only when the door is created will the walls fall away and allow you to exit.
Green: Selecting the green button, the white walls flicker into a holographic image, immersing you in a scene nearly identical to a heavily wooded area. The greenery is bright and the trees are thick as branches rustle around you. While the forest seems to go for miles, the paths before you won't allow anyone to venture forward. As you survey the trees, you can come across a small switch hidden in the base of a tree trunk. The moment this switch is flipped, a bell dings and the trees begin to circle, rotating around the room in a slow motion. A pedestal rises from the ground and presents you with a gun as targets pop up from the trees and the underbrush. Labeled with points ranging from 1 to 150, not all of these targets are easy to spot and some may even escape from the walls entirely to join you in the room. In order to solve this puzzle, you must earn 555 points, no more and no less! Any other number will reset the game automatically, leaving you stuck repeating your work. Once you reach your target, however, the trees will part and a door will appear in the wall, allowing you to exit.
Black: Selecting the black button, the white walls quickly fade and you're left in the darkness. Pitch black and unable to see, you'll have to rely on your scenes to find your way around this room as obstacles such as tables and partitions pop up in your path. Feeling along the walls and furniture, it's only when you finally reach under a table that may or may not appear right away that you'll find a toggle switch. The switch itself, however, isn't the answer you seek. As the switch is flipped green laser lights come on, forming a pattern in the air as physical beams cross your path. A jumbled mess, these lines are tangled together and will block all movements going forward. The key to this puzzle is to be able to take the lasers and redirect them, bouncing them off of the items in the room and linking them with each other to create one solid path. It will take trial and error, and for each path created that leaves out a line the lasers will change colors and rearrange. Oh, and do try not to touch them for too long. They will cause minor electrical shocks. Once the pathway has been created, the lights will come on and a door will appear in the wall, allowing a quick escape.
IV.
Despite the fact that you feel as though you're traveling lower and lower beneath the ocean, the water begins to peter out and the halls are dry and empty. Stone and marble replace the soaked carpeting and rotting wood as your footsteps echo through the tunnel you've found yourself in. You can hear others moving from all four directions, surely those who have accomplished one of the illusion rooms as you have.
All paths lead to the same end, however, and those of you who enter this place will come to find yourself facing two wooden doors. One is labeled with a P and the other is labeled with an A. There are no distinct differences in the doors besides these letters. A choice must be made before you enter these rooms, and the doors will not open if you travel alone.
Which will you choose?
P: Inside the room labeled with a P, visitors will find hundreds of thousands of vials filled with wisp-like smoke of every color and texture. Stacks of maps and blueprints of buildings can be found, and what appears to be a row of ventilators rest in the corner labeled "input" and "output." The room itself is empty of any signs of life, but the back wall houses several television monitors in the shape of eyes. The screens depict ongoings in the city of Recollé, buildings and people you recognize as the mechanical azathoth flies and fights those above the ground. Four screens in particular are dedicated to the regions of Pesgare, Respatrum, Bosuma and Magatus, though each of those regions appear silent and safe thanks to the efforts put forth by citizens of the city.
As for the vials, any that are opened will waft into the air and spread throughout the room. Depending on which vial is picked up, you may find yourselves temporarily gaining someone else's abilities or memories. For every vial that's opened, the air pressure in the room increases and urges you to leave at once. Perhaps it's better to experiment outside.
Users will have to decide what's the next course they'll take. Transporting the vials themselves may seem like a wise idea, though you may wish to ask those on the surface for their opinion, too.
A: Inside this room waits a man. Though he should be well over 100 years old, he appears to be no more than 60 as he sits on a stone throne at the head of an empty room. Stone wolf statues flank the room, and a wooden staff is in his grip as he waits for you to enter.
How will you proceed?
Despite the fact that you feel as though you're traveling lower and lower beneath the ocean, the water begins to peter out and the halls are dry and empty. Stone and marble replace the soaked carpeting and rotting wood as your footsteps echo through the tunnel you've found yourself in. You can hear others moving from all four directions, surely those who have accomplished one of the illusion rooms as you have.
All paths lead to the same end, however, and those of you who enter this place will come to find yourself facing two wooden doors. One is labeled with a P and the other is labeled with an A. There are no distinct differences in the doors besides these letters. A choice must be made before you enter these rooms, and the doors will not open if you travel alone.
Which will you choose?
P: Inside the room labeled with a P, visitors will find hundreds of thousands of vials filled with wisp-like smoke of every color and texture. Stacks of maps and blueprints of buildings can be found, and what appears to be a row of ventilators rest in the corner labeled "input" and "output." The room itself is empty of any signs of life, but the back wall houses several television monitors in the shape of eyes. The screens depict ongoings in the city of Recollé, buildings and people you recognize as the mechanical azathoth flies and fights those above the ground. Four screens in particular are dedicated to the regions of Pesgare, Respatrum, Bosuma and Magatus, though each of those regions appear silent and safe thanks to the efforts put forth by citizens of the city.
As for the vials, any that are opened will waft into the air and spread throughout the room. Depending on which vial is picked up, you may find yourselves temporarily gaining someone else's abilities or memories. For every vial that's opened, the air pressure in the room increases and urges you to leave at once. Perhaps it's better to experiment outside.
Users will have to decide what's the next course they'll take. Transporting the vials themselves may seem like a wise idea, though you may wish to ask those on the surface for their opinion, too.
A: Inside this room waits a man. Though he should be well over 100 years old, he appears to be no more than 60 as he sits on a stone throne at the head of an empty room. Stone wolf statues flank the room, and a wooden staff is in his grip as he waits for you to enter.
How will you proceed?
V.
And about that app.
The Retrospec app…nothing much has been happening with that lately, has it? It seems that the app itself has gone quiet with no updates and little functionality. While texts can still be sent, other types of posts are disabled at this time and the app itself seems to be in the process of scrubbing through internalized bugs.
On the morning of June 12th, however, a message comes through.
What a long strange trip it's been...I'm kidding, I don't remember most of it. What is UP, users? Still with me out there? Our technical issues are finally getting fixed, but it would've been faster if, like, we knew they were magic issues first. Looks like a lot of you are getting things under control, so thanks for that! We can probably take it from here. Things are starting to look up though.
Oh, speaking of up? Take a look outside.
-Jim Halloway
Those who choose to follow Jim's advice and look will soon notice that the sky above has been dotted with little planets scattered about, worlds half-formed and others fully-formed as far as the eye can see. The worlds that you've hailed from can be seen if you look hard enough, all aligned and just within reach.
You don't have to leave, of course. The option is available if you wish to explore those worlds above and take back the vials containing fragments of your previous life. The subways are functional again, taking all passengers to stations housing crafts to lift you into the sky. This trip may last as long as you'd like, but it's truly as they say. Home is where the heart is. It's up to you to choose where you'd like to stay.
Not long after that announcement, another note from the liaison filters through on June 13th.
...the company is under review. We'll touch base again in a few days, but if this really is the end? Thank you for your work. Please submit all complaints to my inbox for this case.
-Z.
It may be too early to celebrate or move on, but only time will tell. Use yours wisely.
And about that app.
The Retrospec app…nothing much has been happening with that lately, has it? It seems that the app itself has gone quiet with no updates and little functionality. While texts can still be sent, other types of posts are disabled at this time and the app itself seems to be in the process of scrubbing through internalized bugs.
On the morning of June 12th, however, a message comes through.
What a long strange trip it's been...I'm kidding, I don't remember most of it. What is UP, users? Still with me out there? Our technical issues are finally getting fixed, but it would've been faster if, like, we knew they were magic issues first. Looks like a lot of you are getting things under control, so thanks for that! We can probably take it from here. Things are starting to look up though.
Oh, speaking of up? Take a look outside.
-Jim Halloway
Those who choose to follow Jim's advice and look will soon notice that the sky above has been dotted with little planets scattered about, worlds half-formed and others fully-formed as far as the eye can see. The worlds that you've hailed from can be seen if you look hard enough, all aligned and just within reach.
You don't have to leave, of course. The option is available if you wish to explore those worlds above and take back the vials containing fragments of your previous life. The subways are functional again, taking all passengers to stations housing crafts to lift you into the sky. This trip may last as long as you'd like, but it's truly as they say. Home is where the heart is. It's up to you to choose where you'd like to stay.
Not long after that announcement, another note from the liaison filters through on June 13th.
...the company is under review. We'll touch base again in a few days, but if this really is the end? Thank you for your work. Please submit all complaints to my inbox for this case.
-Z.
It may be too early to celebrate or move on, but only time will tell. Use yours wisely.
NOTES.
Welcome to
recolle's June event log!
A few notes about the prompts for this one:
Prompt I: Membership for the game is now open to all journals should you wish to have closure for your characters by threading with characters who have dropped, etc. You may also revive buildings that are not listed on the document, such as shops that were around when the game first opened.
Prompt III: While the answers for the puzzles are in the log, you are free to be clever with these rooms and utilize the prompts/how you get to the answers however you want! You can play with settings, items, etc.
Prompt IV: You may have the soul energy effect your characters by giving them new powers, other canon powers, memories of other characters, and appearance changes. For anyone who chooses room A, please reply to the comment below with a course of action and I will reply with a result.
You can claim three freebies on this log!
-Players may claim one freebie for any thread on this log. This must be at least 5 comments from you.
-Players may claim one freebie for a thread in which they revive any aspect of the city. This must be at least 5 comments from you.
-Players may claim one freebie for tackling one of the puzzle rooms in prompt 3. This must be at least 5 comments from you.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!
Welcome to
A few notes about the prompts for this one:
Prompt I: Membership for the game is now open to all journals should you wish to have closure for your characters by threading with characters who have dropped, etc. You may also revive buildings that are not listed on the document, such as shops that were around when the game first opened.
Prompt III: While the answers for the puzzles are in the log, you are free to be clever with these rooms and utilize the prompts/how you get to the answers however you want! You can play with settings, items, etc.
Prompt IV: You may have the soul energy effect your characters by giving them new powers, other canon powers, memories of other characters, and appearance changes. For anyone who chooses room A, please reply to the comment below with a course of action and I will reply with a result.
You can claim three freebies on this log!
-Players may claim one freebie for any thread on this log. This must be at least 5 comments from you.
-Players may claim one freebie for a thread in which they revive any aspect of the city. This must be at least 5 comments from you.
-Players may claim one freebie for tackling one of the puzzle rooms in prompt 3. This must be at least 5 comments from you.
Finally, any questions you have regarding this event may be directed to the mod comment here. Be sure to review the mods' question thread on the plotting post for additional information as well!

MOD QUESTIONS;
no subject
no subject
DOOR A
Re: DOOR A
no subject
Once it's been confirmed that he's real, Vanderweele will ask them to provide one singular reason why he should shut down his empire that he's starting to create thanks to gathering the information necessary to harvest the soul energy available whenever people react and respond to the illusions, temporal storms and memories they've received.
As such, that's not really complying and a duel shall begin. Derek has his powerful spells and Vanderweele has his illusions and the staff itself. In addition to illusions designed to evoke a variety of emotions and also prey on the memories they've experienced and received of their past lives (bring forth monsters, people, effects, etc), Vanderweele will prove himself to be a fairly decent wizard himself and cast a handful of elemental spells in Draco and Tatsuo's direction, namely focusing on ice magic. This duel will go on for a while.
While Derek can attempt to full body bind him, he will have to find a way to keep Vanderweele still. Additionally, the staff is fairly thick. It will require a very fair amount of force to do so, but it can be done though it may be difficult as the chamber they're in begins to crowd around them and they will feel themselves slowing down.
It's a race against the clock, but it's doable with time and effort. Even with a broken staff, however, Vanderweele will not come quietly.
no subject
First priority is that fucking eye. She's back from the future, she's got herself on her side, and now she just needs to. Take care of whatever it's doing to drain the world of energy. That's what it is, right? That's Vanderweele's plan. Suck up all the unnecessary parts—the fucking home that they built here—and use it to rebuild his own world. She's yelling with each blow of her katana against the wires and running around trying to sever as many as possible while they still have time, while she can still stop him, while... while... there's still a city left to save.
If there's any time left at all, if she's able to rescue these buildings that used to be here, the people who used to be in them, then she's going for the eye itself. It's a tough customer, and unlike anything she's seen before. But it's the thing that's draining people's energy. It's taking their souls and it's adding it to itself or channeling it over to Vanderweele or... whatever it's doing. However it works, it's been doing it for her entire time here on the app.
So when she leaps up at it and jabs her sword into it as hard as she can, she can only say one thing. "This is for Rose, you motherfucker!"
A2. until the floodgates and the doors of perception have swung open wide
In the low light in the tunnel Anna drops into, it might be hard to tell she's any different from the version people are expecting. On the outside, she was already most of the way there, right? It's only when she starts running forward, more or less blind in the hallways, that the sound she's making in the water probably gives her away. It's the steady noise of water being blown away underneath her as she all but glides through it; it's definitely not footsteps, at any rate.
Her sword is drawn, and she's keeping her eye in front of her, and she has precisely no time to waste. There's something she's here for, something she wasn't able to do when she came from. Unfortunately, she's still an android, and she's still susceptible to electricity. She may need to be rescued from the electric eels in the middle of this onslaught on Vanderweele's base.
Once those are taken care of, she'll be in the white room—the shooting gallery, rather. In the light, it's obvious that her entire body is robotic, and she's planning on using that android brain of hers to figure out the right way to win this. It can't just be by high score, because it keeps hard resetting if she goes too high. "Why the hell is he making us do a carny game?" she asks anybody who may have been unfortunate enough to join her. It's fine. She's a much better shot than the Anna who's working topside is. She just has to figure out the rules.
Once she does, she makes her way into the lab, the room marked P. And her jaw drops, and her eye opens wide, and she immediately starts looking around for some kind of container to gather all these vials in. "Don't open any," she warns almost immediately. "I've seen this before. We just need to take them out and get them to Zee. Get them out of here." Anna—present day Anna—she's clearly showing up on one of the screens near the back of the room while this Anna talks and gathers and tries her damnedest to save as many souls as she can.
no.4. when the stars align within your bind, our worlds will intertwine; all is love
This isn't... over. It can't be over. She hasn't gotten the all clear yet from Zee. But looking up at the sky, looking up at all the different planets out there, it's hard to feel like they aren't done yet. It feels like this is actually, for the first time, victory. She turns her head to the fully robotic version of herself. The androidinous bitch that she was so afraid of becoming. And she gives her an appreciative smile.
"I don't know if this is gonna change your future or anything, but... thanks for risking all of this for me."
"I did it for the city," A2 (not the real one, of course, but close enough) says back. "And you did the same thing. You absolute dumbass." A smirk. "I'm gonna chill around the city until Zee gives us the all clear, yeah? Then we can figure out how I'll get back."
"It's his problem," they say in unison, and there's actual... bright laughter coming from both of them, the android and the cyborg. Anna reaches out and touches not-A2's shoulder, and her eye closes slightly, just enough to accompany the look on her face. "If this is the last time I see you, then... I just wanted to say that you saved a lot of people in there. And I know that we're not A2, but you're a lot closer to her than I am. And I just hope that this helps her rest."
The older Anna rolls her eye and scoffs out, "Gay." But. It's appreciated. "Don't worry. I'll make sure she's okay. And I'll let you know if I start Marty McFlying." And the younger Anna just gives her a confused look. "Eventually you watch Back to the Future. Promise. I'll see you around."
And the two Annas part ways, and the younger one is left standing there, looking at the sky again and thinking about everything that's brought her here. Everyone she's lost. Everyone she still has. God, she hopes they pulled this off.
((consider that last prompt a long-winded wildcard for any downtime threads! for the final time in this game, feel free to hit me up in DMs or at
a wildcard of some kind
He's not sure exactly who he's looking for, but Anna's definitely in the top five, so when he sees her underneath the planet-filled night sky, he calls out to her.]
Ms. Anna!
[yeah you're an adult so you get the title deal with it]
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Holy shit. Shinji?
[she'll talk to him about the title in a second, once she's done closing the distance.]
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A1
At first, she can't tell what it's doing. Until a building starts to fade away.
"No! I don't think so!"
Delicate butterfly wings sprout from the heels of her dark red stiletto boots, her speed increasing as she approaches the eye. Now able to make out the wires running from the eye to the ground, Li-Na bounces off the roof of one building and slams her boot against one of the wires.
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"Glad you made it!" she says while her blade starts clanging against the wires. Goddammit, why did she have to leave her thicker, shittier sword with Kasen? She'll never get it back now. Guess she'll just have to keep using this thin, manifold Hattori Hanzo steel or whatever like a hacking too. instead of a slicing one. She's got this. They've got this. "Those things got blades in 'em?"
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A1
Did you get it, or do you need to stab it a few more times?
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Keep attacking! I'm only one girl! [she rears her arms back and moves to drive the blade through whatever kind of outer membrane or shielding or whatever's making this thing so goddamn tough to stab that it's got. if it was going to go down with one blow, she'd have taken care of it way sooner.]
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A2
So when Anna calls out a warning not to touch, Rinka jumps nearly a foot backwards.
"They're souls, aren't they? Like the jars of smoke and organs he had down below Respatrum."
She sighs and starts looking for something to put the vials in as well. Anna's right, they can't just leave these down here.
"Damnit, if I'd known we'd find something down here I'd have brought a backpack."
She'd thought she'd have to do a bit more fighting, hence her wearing her liquid armor (with a black bodysuit underneath to deal with the ridiculous boob window). But all she's got is the holster she carried her batons in.
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Time to raise a little hell
You won't take one more YOU ASSHOLE!
[Al glances at Anna then grins]
You think you can cover me while I try the entire hell gate thing?
As much as I love stabby town, this asshole might take a while to take down.
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6/13
It's done. Togusa can only stare at the text on the screen as it comes up. Even when Jim had reappeared, it didn't feel like it was over.
And then Zee's message came through. Togusa is staring into space, but in actuality, he's staring at the message. It hits him slowly, the shakes that start to turn into a tremble in his whole body. The rush to his head, the adrenaline dump of emotion that cracks through him..
..and it's a good thing he was in his office so nobody saw him hit the floor.
The world comes back to him slowly, and as he blinks, he almost feels...hands? On him, cradling his head. Is someone there? He sees a shape, a person, running towards him?
...Hikari.
The gun in his hand, being held by another hand. He looks up at the person holding him. Mariko. It's. Mariko. And all at once he recognizes the hallway.
He thought he died here. She saved him. She saved his life.
Hikari runs into his arms, and he grips her tightly to his chest before he comes back to normal, staring at the ceiling of his office.
...It's over. He did it.
Va:
Togusa is gathering every stack of black folders that he has been gathering for two and a half years. Everything. The privacy report violations, the complaints that early users had made against Retrospec, Dante's file, James' file, Malik's file, James' file, James' file.
The weapons transfers, the assaults, the body parts missing, and every scrap of downloaded data from his cyberbrain. The monsters, the fire, the new cities. All of it.
Two and a half god damn years.
He pulls out a special page to put on the top. It's every officer who has been in and out of Retrospec over the years. The Chief needs to know that nearly a quarter of their staff is tied up in this. It may or may not alter how the investigation plays out. He might turn all of this in and then immediately get booted off the case. But it doesn't matter.
He grabs the last item in his desk, and puts it on the top of the pile. A blue and white book with Japanese text.
"I thought what I'd do was.... But none of us are deaf or mute anymore, now are we?"
It's over, but it's also just begun. It's time to do his job.
VAish
I'm sorry for disappearing from Retrospec when you needed me.
Of course Shuji knows that it wasn't under his own control, and he's never held it against anyone else who lost network access - but it's different when it's you.
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also VAish
He just stands there, hands in his pockets, gangly and awkward and still kind of looking like someone who should be in processing, not the lobby. For once, he’s not causing a scene, his emotions more tepid than anything. He’s quiet. Patient. Despite the fact that he idly wonders how long it takes to locate the man. Maybe he’s already gone out the back? This is dumb. He should leave. He should have texted. The more he considers where he is and his lack of why, he steps outside, and finally sends a text:
I’m at the station. Outside.
It’s kind of creepy, but maybe it’ll ping at the same time that staff member finds him.
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Apologies for the wait
no worries! 'u')b
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V
It's Zee's message that convinces him that maybe this really is all over. While Tatsuo still only trusts Jim as far as he can throw him, he actually trusts Zee. Even if he's not quite sure what Zee means by 'under review.'
He knocks briefly on Togusa's door before poking his head inside.
"Hey, what do you think of..."
But the other man isn't at his desk. Tatsuo turns to go when he happens to spot a bit of brown hair just around the corner of the desk.
"Shit."
He's not sure what he'll find when he rounds the desk. With the the way their lives have been the last couple of years, it could be anything. But Hitori's eyes are open as he kneels next to his friend.
"Hey, you okay?"
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Vish
This might not be over yet, Al goes to Togusa's office and knocking on the door, screw that this is a police station, or whatever law stuff he is up to, this can't wait.
Al has some bad news, their entire argument about the law, is the least of their problems now.]
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When the explosion happened Derek was in Tribunal Terrace. Explosions were not normal, even for Retrospec antics. From his suit pocket he pulls out a small draw string bag, open is up and points his wand inside.
"Accio Nimbus 2001!"
A couple of seconds later, his broomstick comes flying out of of the bag and he catches. He closes off the bat and shoves it back in his pocket. Mounting the broom, he kick off and heads in the direction of the explosion.
Arriving at the city hall, Derek stops his broom and stares. What in the world is going on? Derek stares at the wires for a moment and notices how buildings are starting to fade. Hell no. Point his wand at one of the wires he flyes closer to the wire before saying the spell.
"Diffindo!"
The wire instantly breaks. The building starts to fade a bit less. So... magic works on these wires do they? Finally, something he can do!
II. Water, water everywhere...
"What I wouldn't give for the bubble head charm right now..."
That being said, he starts tapping varius parts of his body and if someone looks closely, the water is starting to roll of him and it looks like he's dry.
"Waterproofing charm. It's finally coming in handly."
That being said, they are still not in a good situation.
"We need to figure out where all this water is coming in from and stop it."
V. June 12th. To stay or go?
Derek stares at his phone and then up at the sky. Woah... OK, that's new. His phone buzzes again and he soon reads the message from Zee. On the other hand, exploring these different worlds might not be the best option right now. With Retrospec going under review, he'd rather be around to see any changes. With this app embedded so much into his life... it is better to not turn a blind eye. Besides... he's engaged. His fiance would not appreciate him disappearing off even more.
Derek mutters under his breath.
"I wonder what under review means..."
CLOSED TO TATSUO
Derek glances at Tatsuo, and then opens up Door A. On the other side is a room with a man, who looks ot be in his 60's, sitting on a stone throne. There are stone wolf statues flanking the room and he holds a wooden staff in his hand.
Derek stares at the man for a moment. He has to be Vandereele. But just to make sure he's not going to curse the wrong person...
"You're Vanderweele aren't you?"
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V - white
III
Hold up, I got a spell that could help.
[He flicks his wand.]
Lumos!
[A light appears at the end of his wand, lighting up some of the room. He thinks he can make out a table somewhere in the darkness... but there are also walls in different places.]
This room looks kind of weird...
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[With a bit of pratice under his belt of his new spell, he is hopeful to have even more control of it now, he sighs looking at the damn thing that irked him so.]
Do you think we need make our first hit as hard as possible? There has to be...lots of those freaking cables, let alone the big ones...and you have to assume it's going to fight back...right?
5) A chapter ends, another story begins
[After seeing the message, Al looks right up and smiles, all those planets, all the people and possiblities. It was a wonderful sight, they actually did it.
Then he sees his own planet whole and peaceful tranquility is replaced with horror]
Oh shit...we have bigger problems now...